diff --git a/assets/xml/objects/gameplay_keep.xml b/assets/xml/objects/gameplay_keep.xml
index fa68e72853..dcb7e29605 100644
--- a/assets/xml/objects/gameplay_keep.xml
+++ b/assets/xml/objects/gameplay_keep.xml
@@ -647,7 +647,7 @@
-
+
@@ -968,7 +968,7 @@
-
+
diff --git a/assets/xml/objects/gameplay_keep_pal.xml b/assets/xml/objects/gameplay_keep_pal.xml
index f5c0c9e683..fbea0efd0c 100644
--- a/assets/xml/objects/gameplay_keep_pal.xml
+++ b/assets/xml/objects/gameplay_keep_pal.xml
@@ -644,7 +644,7 @@
-
+
@@ -934,7 +934,7 @@
-
+
diff --git a/include/functions.h b/include/functions.h
index 3030455cb5..403cd89b26 100644
--- a/include/functions.h
+++ b/include/functions.h
@@ -309,7 +309,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* lights, PlayState* play);
void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex,
Vec3f* rightFootPos);
void Actor_ProjectPos(PlayState* play, Vec3f* src, Vec3f* xyzDest, f32* cappedInvWDest);
-void Target_Draw(TargetContext* targetCtx, PlayState* play);
+void Attention_Draw(Attention* attention, PlayState* play);
s32 Flags_GetSwitch(PlayState* play, s32 flag);
void Flags_SetSwitch(PlayState* play, s32 flag);
void Flags_UnsetSwitch(PlayState* play, s32 flag);
@@ -382,7 +382,7 @@ void func_8002ED80(Actor* actor, PlayState* play, s32 flag);
PosRot Actor_GetFocus(Actor* actor);
PosRot Actor_GetWorld(Actor* actor);
PosRot Actor_GetWorldPosShapeRot(Actor* actor);
-s32 Target_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash);
+s32 Attention_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash);
s32 Actor_TalkOfferAccepted(Actor* actor, PlayState* play);
s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, u32 exchangeItemId);
s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 radius, u32 exchangeItemId);
@@ -430,7 +430,7 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play
void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx);
Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play);
Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
-Actor* Target_FindTargetableActor(PlayState* play, ActorContext* actorCtx, Actor** targetableActorP, Player* player);
+Actor* Attention_FindActor(PlayState* play, ActorContext* actorCtx, Actor** attentionActorP, Player* player);
Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory);
void Enemy_StartFinishingBlow(PlayState* play, Actor* actor);
void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play);
diff --git a/include/z64actor.h b/include/z64actor.h
index 7c97987dc6..c076ece293 100644
--- a/include/z64actor.h
+++ b/include/z64actor.h
@@ -224,11 +224,11 @@ typedef struct Actor {
/* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes
/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data"
/* 0x01E */ s8 objectSlot; // Object slot (in ObjectContext) corresponding to the actor's object; original name: "bank"
- /* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on
+ /* 0x01F */ s8 attentionRangeType; // Controls the attention actor range and the lock-on leash range. See `AttentionRangeType`.
/* 0x020 */ u16 sfx; // SFX ID to play. Sfx plays when value is set, then is cleared the following update cycle
/* 0x024 */ PosRot world; // Position/rotation in the world
- /* 0x038 */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot
- /* 0x04C */ f32 targetArrowOffset; // Height offset of the target arrow relative to `focus` position
+ /* 0x038 */ PosRot focus; // Player + camera focus pos during lock-on, among other uses. For player this represents head pos and rot.
+ /* 0x04C */ f32 lockOnArrowOffset; // Height offset of the lock-on arrow relative to `focus` position
/* 0x050 */ Vec3f scale; // Scale of the actor in each axis
/* 0x05C */ Vec3f velocity; // Velocity of the actor in each axis
/* 0x068 */ f32 speed; // Context dependent speed value. Can be used for XZ or XYZ depending on which move function is used
@@ -255,7 +255,7 @@ typedef struct Actor {
/* 0x0FC */ f32 uncullZoneDownward; // Amount to increase uncull zone downward by (in projected space)
/* 0x100 */ Vec3f prevPos; // World position from the previous update cycle
/* 0x10C */ u8 isLockedOn; // Set to true if the actor is currently locked-on by Player
- /* 0x10D */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting
+ /* 0x10D */ u8 attentionPriority; // Lower values have higher priority. Resets to 0 when lock-on is released.
/* 0x10E */ u16 textId; // Text ID to pass to player/display when interacting with the actor
/* 0x110 */ u16 freezeTimer; // Actor does not update when set. Timer decrements automatically
/* 0x112 */ u16 colorFilterParams; // Set color filter to red, blue, or white. Toggle opa or xlu
@@ -538,6 +538,20 @@ typedef enum NaviEnemy {
/* 0xFF */ NAVI_ENEMY_NONE = 0xFF
} NaviEnemy;
+/**
+ * Attention System
+ *
+ * The Attention System's responsibility is to bring specific actors to the player's attention.
+ * This includes:
+ * - Making Navi fly over to certain actors of interest (can be lock-on actors, but may also not be)
+ * - Displaying an arrow over an actor that can be locked onto
+ * - Displaying a reticle over the current lock-on actor
+ * - Playing enemy background music if a hostile actor is nearby
+ *
+ * This system does not handle the actual lock-on implementation.
+ * That is the responsibility of Player via `player->focusActor` and the camera.
+ */
+
// A set of 4 triangles which appear as a ring around an actor when locked-on
typedef struct LockOnReticle {
/* 0x00 */ Vec3f pos;
@@ -545,7 +559,7 @@ typedef struct LockOnReticle {
/* 0x10 */ Color_RGB8 color;
} LockOnReticle; // size = 0x14
-typedef struct TargetContext {
+typedef struct Attention {
/* 0x00 */ Vec3f naviHoverPos; // Navi's current hover position
/* 0x0C */ Vec3f reticlePos; // Main reticle pos which each `LockOnReticle` instance can reference
/* 0x18 */ Color_RGBAf naviInnerColor; // Navi inner color, based on actor category
@@ -562,21 +576,24 @@ typedef struct TargetContext {
/* 0x8C */ Actor* forcedLockOnActor; // Forces lock-on to this actor when set (never used in practice)
/* 0x90 */ Actor* bgmEnemy; // The nearest actor which can trigger enemy background music
/* 0x94 */ Actor* arrowHoverActor; // Actor to draw an arrow over
-} TargetContext; // size = 0x98
+} Attention; // size = 0x98
-typedef enum {
- /* 0 */ TARGET_MODE_0,
- /* 1 */ TARGET_MODE_1,
- /* 2 */ TARGET_MODE_2,
- /* 3 */ TARGET_MODE_3, // Used as the default for new actors
- /* 4 */ TARGET_MODE_4,
- /* 5 */ TARGET_MODE_5,
- /* 6 */ TARGET_MODE_6,
- /* 7 */ TARGET_MODE_7,
- /* 8 */ TARGET_MODE_8,
- /* 9 */ TARGET_MODE_9,
- /* 10 */ TARGET_MODE_MAX
-} TargetMode;
+// It is difficult to give each type a name because it is numerically based
+// and there are so many different combinations.
+// Each type has a comment of the form "attention range / lock-on leash range"
+typedef enum AttentionRangeType {
+ /* 0 */ ATTENTION_RANGE_0, // 70 / 140
+ /* 1 */ ATTENTION_RANGE_1, // 170 / 255
+ /* 2 */ ATTENTION_RANGE_2, // 280 / 5600
+ /* 3 */ ATTENTION_RANGE_3, // 350 / 525 (default)
+ /* 4 */ ATTENTION_RANGE_4, // 700 / 1050
+ /* 5 */ ATTENTION_RANGE_5, // 1000 / 1500
+ /* 6 */ ATTENTION_RANGE_6, // 100 / 105.36842
+ /* 7 */ ATTENTION_RANGE_7, // 140 / 163.33333
+ /* 8 */ ATTENTION_RANGE_8, // 240 / 576
+ /* 9 */ ATTENTION_RANGE_9, // 280 / 280000
+ /* 10 */ ATTENTION_RANGE_MAX
+} AttentionRangeType;
typedef struct TitleCardContext {
/* 0x00 */ void* texture;
@@ -615,7 +632,7 @@ typedef struct ActorContext {
/* 0x004 */ char unk_04[0x04];
/* 0x008 */ u8 total; // total number of actors loaded
/* 0x00C */ ActorListEntry actorLists[ACTORCAT_MAX];
- /* 0x06C */ TargetContext targetCtx;
+ /* 0x06C */ Attention attention;
/* 0x104 */ ActorContextSceneFlags flags;
/* 0x128 */ TitleCardContext titleCtx;
/* 0x138 */ char unk_138[0x04];
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 0624815ffb..fd5eb6806c 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -236,12 +236,12 @@ void Actor_ProjectPos(PlayState* play, Vec3f* src, Vec3f* xyzDest, f32* cappedIn
*cappedInvWDest = (*cappedInvWDest < 1.0f) ? 1.0f : (1.0f / *cappedInvWDest);
}
-typedef struct TargetColor {
- /* 0x00 */ Color_RGBA8 inner;
- /* 0x04 */ Color_RGBA8 outer;
-} TargetColor; // size = 0x8
+typedef struct AttentionColor {
+ /* 0x00 */ Color_RGBA8 primary; // Used for Navi's inner color, lock-on arrow, and lock-on reticle
+ /* 0x04 */ Color_RGBA8 secondary; // Used for Navi's outer color
+} AttentionColor; // size = 0x8
-TargetColor sTargetColorList[ACTORCAT_MAX + 1] = {
+AttentionColor sAttentionColors[ACTORCAT_MAX + 1] = {
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_SWITCH
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_BG
{ { 255, 255, 255, 255 }, { 0, 0, 255, 0 } }, // ACTORCAT_PLAYER
@@ -262,72 +262,72 @@ Gfx D_80115FF0[] = {
gsSPEndDisplayList(),
};
-void Target_SetReticlePos(TargetContext* targetCtx, s32 reticleNum, f32 x, f32 y, f32 z) {
- targetCtx->lockOnReticles[reticleNum].pos.x = x;
- targetCtx->lockOnReticles[reticleNum].pos.y = y;
- targetCtx->lockOnReticles[reticleNum].pos.z = z;
+void Attention_SetReticlePos(Attention* attention, s32 reticleNum, f32 x, f32 y, f32 z) {
+ attention->lockOnReticles[reticleNum].pos.x = x;
+ attention->lockOnReticles[reticleNum].pos.y = y;
+ attention->lockOnReticles[reticleNum].pos.z = z;
- targetCtx->lockOnReticles[reticleNum].radius = targetCtx->reticleRadius;
+ attention->lockOnReticles[reticleNum].radius = attention->reticleRadius;
}
-void Target_InitReticle(TargetContext* targetCtx, s32 actorCategory, PlayState* play) {
+void Attention_InitReticle(Attention* attention, s32 actorCategory, PlayState* play) {
LockOnReticle* reticle;
- TargetColor* reticleColor = &sTargetColorList[actorCategory];
+ AttentionColor* attentionColor = &sAttentionColors[actorCategory];
s32 i;
- Math_Vec3f_Copy(&targetCtx->reticlePos, &play->view.eye);
+ Math_Vec3f_Copy(&attention->reticlePos, &play->view.eye);
- targetCtx->reticleRadius = 500.0f; // radius starts wide to zoom in on the actor
- targetCtx->reticleFadeAlphaControl = 256;
+ attention->reticleRadius = 500.0f; // radius starts wide to zoom in on the actor
+ attention->reticleFadeAlphaControl = 256;
- reticle = &targetCtx->lockOnReticles[0];
+ reticle = &attention->lockOnReticles[0];
- for (i = 0; i < ARRAY_COUNT(targetCtx->lockOnReticles); i++, reticle++) {
- Target_SetReticlePos(targetCtx, i, 0.0f, 0.0f, 0.0f);
+ for (i = 0; i < ARRAY_COUNT(attention->lockOnReticles); i++, reticle++) {
+ Attention_SetReticlePos(attention, i, 0.0f, 0.0f, 0.0f);
- reticle->color.r = reticleColor->inner.r;
- reticle->color.g = reticleColor->inner.g;
- reticle->color.b = reticleColor->inner.b;
+ reticle->color.r = attentionColor->primary.r;
+ reticle->color.g = attentionColor->primary.g;
+ reticle->color.b = attentionColor->primary.b;
}
}
-void Target_SetNaviState(TargetContext* targetCtx, Actor* actor, s32 actorCategory, PlayState* play) {
- TargetColor* targetColor = &sTargetColorList[actorCategory];
+void Attention_SetNaviState(Attention* attention, Actor* actor, s32 actorCategory, PlayState* play) {
+ AttentionColor* attentionColor = &sAttentionColors[actorCategory];
- targetCtx->naviHoverPos.x = actor->focus.pos.x;
- targetCtx->naviHoverPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
- targetCtx->naviHoverPos.z = actor->focus.pos.z;
+ attention->naviHoverPos.x = actor->focus.pos.x;
+ attention->naviHoverPos.y = actor->focus.pos.y + (actor->lockOnArrowOffset * actor->scale.y);
+ attention->naviHoverPos.z = actor->focus.pos.z;
- targetCtx->naviInnerColor.r = targetColor->inner.r;
- targetCtx->naviInnerColor.g = targetColor->inner.g;
- targetCtx->naviInnerColor.b = targetColor->inner.b;
- targetCtx->naviInnerColor.a = targetColor->inner.a;
+ attention->naviInnerColor.r = attentionColor->primary.r;
+ attention->naviInnerColor.g = attentionColor->primary.g;
+ attention->naviInnerColor.b = attentionColor->primary.b;
+ attention->naviInnerColor.a = attentionColor->primary.a;
- targetCtx->naviOuterColor.r = targetColor->outer.r;
- targetCtx->naviOuterColor.g = targetColor->outer.g;
- targetCtx->naviOuterColor.b = targetColor->outer.b;
- targetCtx->naviOuterColor.a = targetColor->outer.a;
+ attention->naviOuterColor.r = attentionColor->secondary.r;
+ attention->naviOuterColor.g = attentionColor->secondary.g;
+ attention->naviOuterColor.b = attentionColor->secondary.b;
+ attention->naviOuterColor.a = attentionColor->secondary.a;
}
-void Target_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) {
- targetCtx->naviHoverActor = targetCtx->reticleActor = targetCtx->forcedLockOnActor = targetCtx->bgmEnemy = NULL;
+void Attention_Init(Attention* attention, Actor* actor, PlayState* play) {
+ attention->naviHoverActor = attention->reticleActor = attention->forcedLockOnActor = attention->bgmEnemy = NULL;
- targetCtx->reticleSpinCounter = 0;
- targetCtx->curReticle = 0;
- targetCtx->naviMoveProgressFactor = 0.0f;
+ attention->reticleSpinCounter = 0;
+ attention->curReticle = 0;
+ attention->naviMoveProgressFactor = 0.0f;
- Target_SetNaviState(targetCtx, actor, actor->category, play);
- Target_InitReticle(targetCtx, actor->category, play);
+ Attention_SetNaviState(attention, actor, actor->category, play);
+ Attention_InitReticle(attention, actor->category, play);
}
-void Target_Draw(TargetContext* targetCtx, PlayState* play) {
+void Attention_Draw(Attention* attention, PlayState* play) {
Actor* actor; // used for both the reticle actor and arrow hover actor
- actor = targetCtx->reticleActor;
+ actor = attention->reticleActor;
OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 2029);
- if (targetCtx->reticleFadeAlphaControl != 0) {
+ if (attention->reticleFadeAlphaControl != 0) {
LockOnReticle* reticle;
Player* player = GET_PLAYER(play);
s16 alpha;
@@ -343,32 +343,32 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
alpha = 255;
projectdPosScale = 1.0f;
- if (targetCtx->reticleSpinCounter != 0) {
+ if (attention->reticleSpinCounter != 0) {
// Reticle is spinning so it is active, only need to draw one
numReticles = 1;
} else {
// Use multiple reticles for the motion blur effect from the reticle
// quickly zooming in on an actor from off screen
- numReticles = ARRAY_COUNT(targetCtx->lockOnReticles);
+ numReticles = ARRAY_COUNT(attention->lockOnReticles);
}
if (actor != NULL) {
- Math_Vec3f_Copy(&targetCtx->reticlePos, &actor->focus.pos);
- projectdPosScale = (500.0f - targetCtx->reticleRadius) / 420.0f;
+ Math_Vec3f_Copy(&attention->reticlePos, &actor->focus.pos);
+ projectdPosScale = (500.0f - attention->reticleRadius) / 420.0f;
} else {
// Not locked on, start fading out
- targetCtx->reticleFadeAlphaControl -= 120;
+ attention->reticleFadeAlphaControl -= 120;
- if (targetCtx->reticleFadeAlphaControl < 0) {
- targetCtx->reticleFadeAlphaControl = 0;
+ if (attention->reticleFadeAlphaControl < 0) {
+ attention->reticleFadeAlphaControl = 0;
}
// `reticleFadeAlphaControl` is only used as an alpha when fading out.
// Otherwise it defaults to 255, set above.
- alpha = targetCtx->reticleFadeAlphaControl;
+ alpha = attention->reticleFadeAlphaControl;
}
- Actor_ProjectPos(play, &targetCtx->reticlePos, &projectedPos, &invW);
+ Actor_ProjectPos(play, &attention->reticlePos, &projectedPos, &invW);
projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectdPosScale;
projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH);
@@ -378,20 +378,20 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
projectedPos.z *= projectdPosScale;
- targetCtx->curReticle--;
+ attention->curReticle--;
- if (targetCtx->curReticle < 0) {
- targetCtx->curReticle = ARRAY_COUNT(targetCtx->lockOnReticles) - 1;
+ if (attention->curReticle < 0) {
+ attention->curReticle = ARRAY_COUNT(attention->lockOnReticles) - 1;
}
- Target_SetReticlePos(targetCtx, targetCtx->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
+ Attention_SetReticlePos(attention, attention->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
if (!(player->stateFlags1 & PLAYER_STATE1_6) || (actor != player->focusActor)) {
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
- for (i = 0, curReticle = targetCtx->curReticle; i < numReticles;
- i++, curReticle = (curReticle + 1) % ARRAY_COUNT(targetCtx->lockOnReticles)) {
- reticle = &targetCtx->lockOnReticles[curReticle];
+ for (i = 0, curReticle = attention->curReticle; i < numReticles;
+ i++, curReticle = (curReticle + 1) % ARRAY_COUNT(attention->lockOnReticles)) {
+ reticle = &attention->lockOnReticles[curReticle];
if (reticle->radius < 500.0f) {
if (reticle->radius <= 120.0f) {
@@ -406,7 +406,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, reticle->color.r, reticle->color.g, reticle->color.b,
(u8)alpha);
- Matrix_RotateZ((targetCtx->reticleSpinCounter & 0x7F) * (M_PI / 64), MTXMODE_APPLY);
+ Matrix_RotateZ((attention->reticleSpinCounter & 0x7F) * (M_PI / 64), MTXMODE_APPLY);
// Draw the 4 triangles that make up the reticle
for (triangleIndex = 0; triangleIndex < 4; triangleIndex++) {
@@ -415,12 +415,12 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
Matrix_Translate(reticle->radius, reticle->radius, 0.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 2116),
G_MTX_MODELVIEW | G_MTX_LOAD);
- gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
+ gSPDisplayList(OVERLAY_DISP++, gLockOnReticleTriangleDL);
Matrix_Pop();
}
}
- alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnReticles);
+ alpha -= 255 / ARRAY_COUNT(attention->lockOnReticles);
if (alpha < 0) {
alpha = 0;
@@ -429,27 +429,28 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
}
}
- actor = targetCtx->arrowHoverActor;
+ actor = attention->arrowHoverActor;
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_27)) {
- TargetColor* arrowColor = &sTargetColorList[actor->category];
+ AttentionColor* attentionColor = &sAttentionColors[actor->category];
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_7);
- Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f,
+ Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->lockOnArrowOffset * actor->scale.y) + 17.0f,
actor->focus.pos.z, MTXMODE_NEW);
Matrix_RotateY(BINANG_TO_RAD((u16)(play->gameplayFrames * 3000)), MTXMODE_APPLY);
Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
- gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, arrowColor->inner.r, arrowColor->inner.g, arrowColor->inner.b, 255);
+ gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, attentionColor->primary.r, attentionColor->primary.g,
+ attentionColor->primary.b, 255);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 2153), G_MTX_MODELVIEW | G_MTX_LOAD);
- gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL);
+ gSPDisplayList(POLY_XLU_DISP++, gLockOnArrowDL);
}
CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 2158);
}
-void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusActor, PlayState* play) {
+void Attention_Update(Attention* attention, Player* player, Actor* playerFocusActor, PlayState* play) {
s32 pad;
Actor* actor; // used for both the Navi hover actor and reticle actor
s32 category;
@@ -460,23 +461,24 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
if ((player->focusActor != NULL) &&
(player->controlStickDirections[player->controlStickDataIndex] == PLAYER_STICK_DIR_BACKWARD)) {
- // Holding backward on the control stick prevents an arrow appearing over the next targetable actor.
- // This helps escape a targeting loop when using Switch Targeting, but note that this still works for
+ // Holding backward on the control stick prevents an arrow appearing over the next lock-on actor.
+ // This helps escape a lock-on loop when using Switch Targeting, but note that this still works for
// Hold Targeting as well.
- targetCtx->arrowHoverActor = NULL;
+ attention->arrowHoverActor = NULL;
} else {
- // Find the next targetable actor and draw an arrow over it
- Target_FindTargetableActor(play, &play->actorCtx, &actor, player);
- targetCtx->arrowHoverActor = actor;
+ // Find the next attention actor so Navi and an arrow can hover over it (if applicable)
+ Attention_FindActor(play, &play->actorCtx, &actor, player);
+ attention->arrowHoverActor = actor;
}
- if (targetCtx->forcedLockOnActor != NULL) {
+ if (attention->forcedLockOnActor != NULL) {
// This lock-on actor takes precedence over anything else
// (this feature is never used in practice)
- actor = targetCtx->forcedLockOnActor;
- targetCtx->forcedLockOnActor = NULL;
+ actor = attention->forcedLockOnActor;
+ attention->forcedLockOnActor = NULL;
} else if (playerFocusActor != NULL) {
- // Stay locked-on to the same actor
+ // Stay locked-on to the same actor, if there is one.
+ // This also makes Navi fly over to the current focus actor, if there is one.
actor = playerFocusActor;
}
@@ -486,11 +488,11 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
category = player->actor.category;
}
- if ((actor != targetCtx->naviHoverActor) || (category != targetCtx->naviHoverActorCategory)) {
+ if ((actor != attention->naviHoverActor) || (category != attention->naviHoverActorCategory)) {
// Set Navi to hover over a new actor
- targetCtx->naviHoverActor = actor;
- targetCtx->naviHoverActorCategory = category;
- targetCtx->naviMoveProgressFactor = 1.0f;
+ attention->naviHoverActor = actor;
+ attention->naviHoverActorCategory = category;
+ attention->naviMoveProgressFactor = 1.0f;
}
if (actor == NULL) {
@@ -498,21 +500,21 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
actor = &player->actor;
}
- if (!Math_StepToF(&targetCtx->naviMoveProgressFactor, 0.0f, 0.25f)) {
- f32 moveScale = 0.25f / targetCtx->naviMoveProgressFactor;
- f32 x = actor->world.pos.x - targetCtx->naviHoverPos.x;
- f32 y = (actor->world.pos.y + (actor->targetArrowOffset * actor->scale.y)) - targetCtx->naviHoverPos.y;
- f32 z = actor->world.pos.z - targetCtx->naviHoverPos.z;
+ if (!Math_StepToF(&attention->naviMoveProgressFactor, 0.0f, 0.25f)) {
+ f32 moveScale = 0.25f / attention->naviMoveProgressFactor;
+ f32 x = actor->world.pos.x - attention->naviHoverPos.x;
+ f32 y = (actor->world.pos.y + (actor->lockOnArrowOffset * actor->scale.y)) - attention->naviHoverPos.y;
+ f32 z = actor->world.pos.z - attention->naviHoverPos.z;
- targetCtx->naviHoverPos.x += x * moveScale;
- targetCtx->naviHoverPos.y += y * moveScale;
- targetCtx->naviHoverPos.z += z * moveScale;
+ attention->naviHoverPos.x += x * moveScale;
+ attention->naviHoverPos.y += y * moveScale;
+ attention->naviHoverPos.z += z * moveScale;
} else {
// Set Navi pos and color after reaching destination
- Target_SetNaviState(targetCtx, actor, category, play);
+ Attention_SetNaviState(attention, actor, category, play);
}
- if ((playerFocusActor != NULL) && (targetCtx->reticleSpinCounter == 0)) {
+ if ((playerFocusActor != NULL) && (attention->reticleSpinCounter == 0)) {
Actor_ProjectPos(play, &playerFocusActor->focus.pos, &projectedFocusPos, &cappedInvWDest);
if (((projectedFocusPos.z <= 0.0f) || (1.0f <= fabsf(projectedFocusPos.x * cappedInvWDest))) ||
@@ -528,19 +530,19 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
}
if (playerFocusActor != NULL) {
- if (playerFocusActor != targetCtx->reticleActor) {
+ if (playerFocusActor != attention->reticleActor) {
s32 lockOnSfxId;
// Set up a new reticle
- Target_InitReticle(targetCtx, playerFocusActor->category, play);
- targetCtx->reticleActor = playerFocusActor;
+ Attention_InitReticle(attention, playerFocusActor->category, play);
+ attention->reticleActor = playerFocusActor;
if (playerFocusActor->id == ACTOR_EN_BOOM) {
// Don't draw the reticle when locked onto the boomerang.
// Note that it isn't possible to lock onto the boomerang, so this code doesn't do anything.
// This implies that the boomerang camera lock may have been implemented with Z-Targeting at one point,
// but was eventually implemented as its own camera mode instead.
- targetCtx->reticleFadeAlphaControl = 0;
+ attention->reticleFadeAlphaControl = 0;
}
lockOnSfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) ? NA_SE_SY_LOCK_ON
@@ -550,31 +552,31 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
// Update reticle
- targetCtx->reticlePos.x = playerFocusActor->world.pos.x;
- targetCtx->reticlePos.y =
+ attention->reticlePos.x = playerFocusActor->world.pos.x;
+ attention->reticlePos.y =
playerFocusActor->world.pos.y - (playerFocusActor->shape.yOffset * playerFocusActor->scale.y);
- targetCtx->reticlePos.z = playerFocusActor->world.pos.z;
+ attention->reticlePos.z = playerFocusActor->world.pos.z;
- if (targetCtx->reticleSpinCounter == 0) {
- f32 step = (500.0f - targetCtx->reticleRadius) * 3.0f;
+ if (attention->reticleSpinCounter == 0) {
+ f32 step = (500.0f - attention->reticleRadius) * 3.0f;
f32 reticleZoomStep = CLAMP(step, 30.0f, 100.0f);
- if (Math_StepToF(&targetCtx->reticleRadius, 80.0f, reticleZoomStep)) {
+ if (Math_StepToF(&attention->reticleRadius, 80.0f, reticleZoomStep)) {
// Non-zero counter indicates the reticle is done zooming in
- targetCtx->reticleSpinCounter++;
+ attention->reticleSpinCounter++;
}
} else {
// Finished zooming in, spin the reticle around the lock-on actor
// 0x80 is or'd to avoid a value of zero.
// This rotation value gets multiplied by 0x200, which multiplied by 0x80 gives a full turn (0x10000)
- targetCtx->reticleSpinCounter = (targetCtx->reticleSpinCounter + 3) | 0x80;
- targetCtx->reticleRadius = 120.0f;
+ attention->reticleSpinCounter = (attention->reticleSpinCounter + 3) | 0x80;
+ attention->reticleRadius = 120.0f;
}
} else {
// Expand the radius quickly as the reticle is released
- targetCtx->reticleActor = NULL;
- Math_StepToF(&targetCtx->reticleRadius, 500.0f, 80.0f);
+ attention->reticleActor = NULL;
+ Math_StepToF(&attention->reticleRadius, 500.0f, 80.0f);
}
}
@@ -887,7 +889,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
Actor_SetFocus(actor, 0.0f);
Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
Actor_SetScale(actor, 0.01f);
- actor->targetMode = TARGET_MODE_3;
+ actor->attentionRangeType = ATTENTION_RANGE_3;
actor->minVelocityY = -20.0f;
actor->xyzDistToPlayerSq = MAXFLOAT;
actor->naviEnemyId = NAVI_ENEMY_NONE;
@@ -1580,9 +1582,9 @@ PosRot Actor_GetWorldPosShapeRot(Actor* actor) {
/**
* Returns the squared xyz distance from the actor to Player.
- * This distance will be weighted if Player is already targeting another actor.
+ * This distance will be weighted if Player is already locked onto another actor.
*/
-f32 Target_WeightedDistToPlayerSq(Actor* actor, Player* player, s16 playerShapeYaw) {
+f32 Attention_WeightedDistToPlayerSq(Actor* actor, Player* player, s16 playerShapeYaw) {
s16 yawTemp = (s16)(actor->yawTowardsPlayer - 0x8000) - playerShapeYaw;
s16 yawTempAbs = ABS(yawTemp);
@@ -1602,7 +1604,7 @@ f32 Target_WeightedDistToPlayerSq(Actor* actor, Player* player, s16 playerShapeY
}
}
- // An actor will not be considered targetable if Player is facing more than ~60 degrees away
+ // Player has to be facing less than ~60 degrees away from the actor
if (yawTempAbs > 0x2AAA) {
return MAXFLOAT;
}
@@ -1611,37 +1613,37 @@ f32 Target_WeightedDistToPlayerSq(Actor* actor, Player* player, s16 playerShapeY
return actor->xyzDistToPlayerSq;
}
-typedef struct TargetRangeParams {
- /* 0x0 */ f32 rangeSq;
- /* 0x4 */ f32 leashScale;
-} TargetRangeParams; // size = 0x8
+typedef struct AttentionRangeParams {
+ /* 0x0 */ f32 attentionRangeSq;
+ /* 0x4 */ f32 lockOnLeashScale;
+} AttentionRangeParams; // size = 0x8
-#define TARGET_RANGE(range, leash) \
- { SQ(range), (f32)range / leash }
+#define ATTENTION_RANGES(range, lockOnLeashRange) \
+ { SQ(range), (f32)range / lockOnLeashRange }
-TargetRangeParams sTargetRanges[TARGET_MODE_MAX] = {
- TARGET_RANGE(70, 140), // TARGET_MODE_0
- TARGET_RANGE(170, 255), // TARGET_MODE_1
- TARGET_RANGE(280, 5600), // TARGET_MODE_2
- TARGET_RANGE(350, 525), // TARGET_MODE_3
- TARGET_RANGE(700, 1050), // TARGET_MODE_4
- TARGET_RANGE(1000, 1500), // TARGET_MODE_5
- TARGET_RANGE(100, 105.36842), // TARGET_MODE_6
- TARGET_RANGE(140, 163.33333), // TARGET_MODE_7
- TARGET_RANGE(240, 576), // TARGET_MODE_8
- TARGET_RANGE(280, 280000), // TARGET_MODE_9
+AttentionRangeParams sAttentionRanges[ATTENTION_RANGE_MAX] = {
+ ATTENTION_RANGES(70, 140), // ATTENTION_RANGE_0
+ ATTENTION_RANGES(170, 255), // ATTENTION_RANGE_1
+ ATTENTION_RANGES(280, 5600), // ATTENTION_RANGE_2
+ ATTENTION_RANGES(350, 525), // ATTENTION_RANGE_3
+ ATTENTION_RANGES(700, 1050), // ATTENTION_RANGE_4
+ ATTENTION_RANGES(1000, 1500), // ATTENTION_RANGE_5
+ ATTENTION_RANGES(100, 105.36842), // ATTENTION_RANGE_6
+ ATTENTION_RANGES(140, 163.33333), // ATTENTION_RANGE_7
+ ATTENTION_RANGES(240, 576), // ATTENTION_RANGE_8
+ ATTENTION_RANGES(280, 280000), // ATTENTION_RANGE_9
};
/**
- * Checks if an actor at `distSq` is inside the range specified by its `targetMode`.
+ * Checks if an actor at `distSq` is inside the range specified by its `attentionRangeType`.
*
- * Note that this gets used for both the target range check and for the lock-on leash range check.
- * Despite how the data is presented in `sTargetRanges`, the leash range is stored as a scale factor value.
+ * Note that this gets used for both the attention range check and for the lock-on leash range check.
+ * Despite how the data is presented in `sAttentionRanges`, the leash range is stored as a scale factor value.
* When checking the leash range, this scale factor is applied to the input distance and checked against
- * the base `rangeSq` value, which was used to initiate the lock-on in the first place.
+ * the base `attentionRangeSq` value, which was used to initiate the lock-on in the first place.
*/
-u32 Target_ActorIsInRange(Actor* actor, f32 distSq) {
- return distSq < sTargetRanges[actor->targetMode].rangeSq;
+u32 Attention_ActorIsInRange(Actor* actor, f32 distSq) {
+ return distSq < sAttentionRanges[actor->attentionRangeType].attentionRangeSq;
}
/**
@@ -1654,7 +1656,7 @@ u32 Target_ActorIsInRange(Actor* actor, f32 distSq) {
* Note that this check will be ignored if `ignoreLeash` is true.
*
*/
-s32 Target_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash) {
+s32 Attention_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash) {
if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_0)) {
return true;
}
@@ -1672,7 +1674,7 @@ s32 Target_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash) {
distSq = actor->xyzDistToPlayerSq;
}
- return !Target_ActorIsInRange(actor, sTargetRanges[actor->targetMode].leashScale * distSq);
+ return !Attention_ActorIsInRange(actor, sAttentionRanges[actor->attentionRangeType].lockOnLeashScale * distSq);
}
return false;
@@ -2234,7 +2236,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* play
actorCtx->absoluteSpace = NULL;
Actor_SpawnEntry(actorCtx, playerEntry, play);
- Target_Init(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].head, play);
+ Attention_Init(&actorCtx->attention, actorCtx->actorLists[ACTORCAT_PLAYER].head, play);
func_8002FA60(play);
}
@@ -2367,8 +2369,8 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
actor->isLockedOn = false;
}
- if ((actor->targetPriority != 0) && (player->focusActor == NULL)) {
- actor->targetPriority = 0;
+ if ((actor->attentionPriority != 0) && (player->focusActor == NULL)) {
+ actor->attentionPriority = 0;
}
Actor_SetObjectDependency(play, actor);
@@ -2400,13 +2402,13 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
if ((actor == NULL) || (player->unk_66C < 5)) {
actor = NULL;
- if (actorCtx->targetCtx.reticleSpinCounter != 0) {
- actorCtx->targetCtx.reticleSpinCounter = 0;
+ if (actorCtx->attention.reticleSpinCounter != 0) {
+ actorCtx->attention.reticleSpinCounter = 0;
Sfx_PlaySfxCentered(NA_SE_SY_LOCK_OFF);
}
}
- Target_Update(&actorCtx->targetCtx, player, actor, play);
+ Attention_Update(&actorCtx->attention, player, actor, play);
TitleCard_Update(play, &actorCtx->titleCtx);
DynaPoly_UpdateBgActorTransforms(play, &play->colCtx.dyna);
}
@@ -3144,16 +3146,16 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
Camera_RequestMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL);
}
- if (actor == actorCtx->targetCtx.naviHoverActor) {
- actorCtx->targetCtx.naviHoverActor = NULL;
+ if (actor == actorCtx->attention.naviHoverActor) {
+ actorCtx->attention.naviHoverActor = NULL;
}
- if (actor == actorCtx->targetCtx.forcedLockOnActor) {
- actorCtx->targetCtx.forcedLockOnActor = NULL;
+ if (actor == actorCtx->attention.forcedLockOnActor) {
+ actorCtx->attention.forcedLockOnActor = NULL;
}
- if (actor == actorCtx->targetCtx.bgmEnemy) {
- actorCtx->targetCtx.bgmEnemy = NULL;
+ if (actor == actorCtx->attention.bgmEnemy) {
+ actorCtx->attention.bgmEnemy = NULL;
}
Audio_StopSfxByPos(&actor->projectedPos);
@@ -3176,12 +3178,12 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
}
/**
- * Checks that an actor is on-screen enough to be considered targetable.
+ * Checks that an actor is on-screen enough to be considered an attention actor.
*
* Note that the screen bounds checks are larger than the actual screen region
* to give room for error.
*/
-int Target_InTargetableScreenRegion(PlayState* play, Actor* actor) {
+int Attention_ActorOnScreen(PlayState* play, Actor* actor) {
s16 x;
s16 y;
@@ -3193,33 +3195,33 @@ int Target_InTargetableScreenRegion(PlayState* play, Actor* actor) {
return (x > 0 - X_LEEWAY) && (x < SCREEN_WIDTH + X_LEEWAY) && (y > 0 - Y_LEEWAY) && (y < SCREEN_HEIGHT + Y_LEEWAY);
}
-Actor* sNearestTargetableActor;
-Actor* sPrioritizedTargetableActor;
-f32 sNearestTargetableActorDistSq;
+Actor* sNearestAttentionActor;
+Actor* sPrioritizedAttentionActor;
+f32 sNearestAttentionActorDistSq;
f32 sBgmEnemyDistSq;
-s32 sHighestTargetablePriority;
-s16 sTargetPlayerRotY;
+s32 sHighestAttentionPriority;
+s16 sAttentionPlayerRotY;
/**
- * Search for targetable actors within the specified category.
+ * Search for attention actors within the specified category.
*
- * For an actor to be considered targetable it needs to:
+ * To be considered an attention actor the actor needs to:
* - Have a non-NULL update function (still active)
* - Not be player (this is technically a redundant check because the PLAYER category is never searched)
- * - Be targetable (specified by ACTOR_FLAG_0)
- * - Not be the already targeted actor
- * - Be the closest targetable actor found so far
- * - Be within range, specified by targetMode
+ * - Have `ACTOR_FLAG_0` set
+ * - Not be the current focus actor
+ * - Be the closest attention actor found so far
+ * - Be within range, specified by attentionRangeType
* - Be roughly on-screen
* - Not be blocked by a surface
*
* If an actor has a priority value set and the value is the lowest found so far, it will be set as the prioritized
- * targetable actor. Otherwise, it is set as the nearest targetable actor.
+ * attention actor. Otherwise, it is set as the nearest attention actor.
*
* This function is expected to be called with almost every actor category in each cycle. On a new cycle its global
* variables must be reset by the caller, otherwise the information of the previous cycle will be retained.
*/
-void Target_FindTargetableActorInCategory(PlayState* play, ActorContext* actorCtx, Player* player, u32 actorCategory) {
+void Attention_FindActorInCategory(PlayState* play, ActorContext* actorCtx, Player* player, u32 actorCategory) {
f32 distSq;
Actor* actor;
Actor* playerFocusActor;
@@ -3232,30 +3234,29 @@ void Target_FindTargetableActorInCategory(PlayState* play, ActorContext* actorCt
while (actor != NULL) {
if ((actor->update != NULL) && ((Player*)actor != player) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0)) {
- // Enemy background music actor is updated here, despite not being too related to the Target system
if ((actorCategory == ACTORCAT_ENEMY) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) &&
(actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sBgmEnemyDistSq)) {
- actorCtx->targetCtx.bgmEnemy = actor;
+ actorCtx->attention.bgmEnemy = actor;
sBgmEnemyDistSq = actor->xyzDistToPlayerSq;
}
if (actor != playerFocusActor) {
- distSq = Target_WeightedDistToPlayerSq(actor, player, sTargetPlayerRotY);
+ distSq = Attention_WeightedDistToPlayerSq(actor, player, sAttentionPlayerRotY);
- if ((distSq < sNearestTargetableActorDistSq) && Target_ActorIsInRange(actor, distSq) &&
- Target_InTargetableScreenRegion(play, actor) &&
+ if ((distSq < sNearestAttentionActorDistSq) && Attention_ActorIsInRange(actor, distSq) &&
+ Attention_ActorOnScreen(play, actor) &&
(!BgCheck_CameraLineTest1(&play->colCtx, &player->actor.focus.pos, &actor->focus.pos,
&lineTestResultPos, &poly, true, true, true, true, &bgId) ||
SurfaceType_IsIgnoredByProjectiles(&play->colCtx, poly, bgId))) {
- if (actor->targetPriority != 0) {
+ if (actor->attentionPriority != 0) {
// Lower values are considered higher priority
- if (actor->targetPriority < sHighestTargetablePriority) {
- sPrioritizedTargetableActor = actor;
- sHighestTargetablePriority = actor->targetPriority;
+ if (actor->attentionPriority < sHighestAttentionPriority) {
+ sPrioritizedAttentionActor = actor;
+ sHighestAttentionPriority = actor->attentionPriority;
}
} else {
- sNearestTargetableActor = actor;
- sNearestTargetableActorDistSq = distSq;
+ sNearestAttentionActor = actor;
+ sNearestAttentionActorDistSq = distSq;
}
}
}
@@ -3265,54 +3266,54 @@ void Target_FindTargetableActorInCategory(PlayState* play, ActorContext* actorCt
}
}
-u8 sTargetableCategorySearchOrder[] = {
+u8 sAttentionCategorySearchOrder[] = {
ACTORCAT_BOSS, ACTORCAT_ENEMY, ACTORCAT_BG, ACTORCAT_EXPLOSIVE, ACTORCAT_NPC, ACTORCAT_ITEMACTION,
ACTORCAT_CHEST, ACTORCAT_SWITCH, ACTORCAT_PROP, ACTORCAT_MISC, ACTORCAT_DOOR, ACTORCAT_SWITCH,
};
/**
- * Search for the nearest targetable actor by iterating through most actor categories.
- * See `Target_FindTargetableActorInCategory` for more details on search criteria.
+ * Search for the nearest attention actor by iterating through most actor categories.
+ * See `Attention_FindActorInCategory` for more details on search criteria.
*
- * The actor found is stored in the `targetableActorP` parameter, which is also returned.
+ * The actor found is stored in the `attentionActorP` parameter, which is also returned.
* It may be NULL if no actor that fulfills the criteria is found.
*/
-Actor* Target_FindTargetableActor(PlayState* play, ActorContext* actorCtx, Actor** targetableActorP, Player* player) {
+Actor* Attention_FindActor(PlayState* play, ActorContext* actorCtx, Actor** attentionActorP, Player* player) {
s32 i;
u8* category;
- sNearestTargetableActor = sPrioritizedTargetableActor = NULL;
- sNearestTargetableActorDistSq = sBgmEnemyDistSq = MAXFLOAT;
- sHighestTargetablePriority = INT32_MAX;
+ sNearestAttentionActor = sPrioritizedAttentionActor = NULL;
+ sNearestAttentionActorDistSq = sBgmEnemyDistSq = MAXFLOAT;
+ sHighestAttentionPriority = INT32_MAX;
if (!Player_InCsMode(play)) {
- category = &sTargetableCategorySearchOrder[0];
- actorCtx->targetCtx.bgmEnemy = NULL;
- sTargetPlayerRotY = player->actor.shape.rot.y;
+ category = &sAttentionCategorySearchOrder[0];
+ actorCtx->attention.bgmEnemy = NULL;
+ sAttentionPlayerRotY = player->actor.shape.rot.y;
- // Search the first 3 actor categories first for a targetable actor
+ // Search the first 3 actor categories first for an attention actor
// These are Boss, Enemy, and Bg, in order.
for (i = 0; i < 3; i++) {
- Target_FindTargetableActorInCategory(play, actorCtx, player, *category);
+ Attention_FindActorInCategory(play, actorCtx, player, *category);
category++;
}
// If no actor in the above categories was found, then try searching in the remaining categories
- if (sNearestTargetableActor == NULL) {
- for (; i < ARRAY_COUNT(sTargetableCategorySearchOrder); i++) {
- Target_FindTargetableActorInCategory(play, actorCtx, player, *category);
+ if (sNearestAttentionActor == NULL) {
+ for (; i < ARRAY_COUNT(sAttentionCategorySearchOrder); i++) {
+ Attention_FindActorInCategory(play, actorCtx, player, *category);
category++;
}
}
}
- if (sNearestTargetableActor == NULL) {
- *targetableActorP = sPrioritizedTargetableActor;
+ if (sNearestAttentionActor == NULL) {
+ *attentionActorP = sPrioritizedAttentionActor;
} else {
- *targetableActorP = sNearestTargetableActor;
+ *attentionActorP = sNearestAttentionActor;
}
- return *targetableActorP;
+ return *attentionActorP;
}
/**
diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c
index d99680ae50..80e49121e5 100644
--- a/src/code/z_en_a_keep.c
+++ b/src/code/z_en_a_keep.c
@@ -145,14 +145,14 @@ void EnAObj_Init(Actor* thisx, PlayState* play) {
case A_OBJ_SIGNPOST_OBLONG:
case A_OBJ_SIGNPOST_ARROW:
thisx->textId = (this->textId & 0xFF) | 0x300;
- thisx->targetArrowOffset = 500.0f;
+ thisx->lockOnArrowOffset = 500.0f;
thisx->flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
this->focusYoffset = 45.0f;
EnAObj_SetupWaitTalk(this, thisx->params);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
thisx->colChkInfo.mass = MASS_IMMOVABLE;
- thisx->targetMode = TARGET_MODE_0;
+ thisx->attentionRangeType = ATTENTION_RANGE_0;
break;
case A_OBJ_BOULDER_FRAGMENT:
thisx->gravity = -1.5f;
diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c
index a009c7cfcd..2e3150ec0f 100644
--- a/src/code/z_en_item00.c
+++ b/src/code/z_en_item00.c
@@ -53,7 +53,7 @@ static ColliderCylinderInit sCylinderInit = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_STOP),
};
static Color_RGBA8 sEffectPrimColor = { 255, 255, 127, 0 };
diff --git a/src/code/z_parameter.c b/src/code/z_parameter.c
index 40060d0006..47ced85959 100644
--- a/src/code/z_parameter.c
+++ b/src/code/z_parameter.c
@@ -3272,7 +3272,7 @@ void Interface_Draw(PlayState* play) {
if ((R_PAUSE_BG_PRERENDER_STATE != PAUSE_BG_PRERENDER_PROCESS) &&
(R_PAUSE_BG_PRERENDER_STATE != PAUSE_BG_PRERENDER_READY)) {
- Target_Draw(&play->actorCtx.targetCtx, play);
+ Attention_Draw(&play->actorCtx.attention, play);
}
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
diff --git a/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c b/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c
index 1bda3f597a..780592cde5 100644
--- a/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c
+++ b/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c
@@ -165,7 +165,7 @@ void BgBdanSwitch_Init(Actor* thisx, PlayState* play) {
case YELLOW_TALL_2:
BgBdanSwitch_InitCollision(this, play);
this->dyna.actor.flags |= ACTOR_FLAG_0;
- this->dyna.actor.targetMode = TARGET_MODE_4;
+ this->dyna.actor.attentionRangeType = ATTENTION_RANGE_4;
break;
}
diff --git a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c
index c9d8febc29..f9875ae0a4 100644
--- a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c
+++ b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c
@@ -122,7 +122,7 @@ static CollisionCheckInfoInit sColChkInfoInit = { 0, 80, 130, MASS_IMMOVABLE };
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
- ICHAIN_U8(targetMode, TARGET_MODE_4, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_4, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c b/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c
index 0f757059e3..e768e31e85 100644
--- a/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c
+++ b/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c
@@ -54,8 +54,10 @@ static ColliderJntSphInit sJntSphInit = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_3, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
- ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_3, ICHAIN_CONTINUE),
+ ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
+ ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
+ ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c b/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c
index 3a96d82959..5c5bf9f21a 100644
--- a/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c
+++ b/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c
@@ -64,9 +64,12 @@ static ColliderJntSphInit sJntSphInit = {
};
static InitChainEntry sInitChainClasp[] = {
- ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
- ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_CONTINUE), ICHAIN_U8(targetMode, TARGET_MODE_3, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 40, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),
+ ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
+ ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
+ ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_3, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 40, ICHAIN_CONTINUE),
+ ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),
};
static InitChainEntry sInitChainLadder[] = {
diff --git a/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c b/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c
index 4edc3a4e3c..d6ed4698ce 100644
--- a/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c
+++ b/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c
@@ -42,8 +42,10 @@ ActorProfile Bg_Treemouth_Profile = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE), ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
- ICHAIN_F32(uncullZoneForward, 8000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 300, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
+ ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
+ ICHAIN_F32(uncullZoneForward, 8000, ICHAIN_CONTINUE),
+ ICHAIN_F32(uncullZoneScale, 300, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 300, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c b/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c
index 387b57a670..356772eeef 100644
--- a/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c
+++ b/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c
@@ -48,10 +48,10 @@ ActorProfile Boss_Dodongo_Profile = {
#include "z_boss_dodongo_data.inc.c"
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_KING_DODONGO, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3000.0f, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 8200.0f, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 8200.0f, ICHAIN_STOP),
};
void func_808C1190(s16* arg0, u8* arg1, s16 arg2) {
diff --git a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c
index 88ce87b76f..d467695c69 100644
--- a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c
+++ b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c
@@ -59,10 +59,10 @@ ActorProfile Boss_Fd_Profile = {
#include "z_boss_fd_colchk.inc.c"
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_VOLVAGIA, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
void BossFd_SpawnEmber(BossFdEffect* effect, Vec3f* position, Vec3f* velocity, Vec3f* acceleration, f32 scale) {
diff --git a/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c b/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c
index 065d58541f..61f455a6aa 100644
--- a/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c
+++ b/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c
@@ -67,10 +67,10 @@ static Vec3f sHoleLocations[] = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_VOLVAGIA, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
void BossFd2_SpawnDebris(PlayState* play, BossFdEffect* effect, Vec3f* position, Vec3f* velocity, Vec3f* acceleration,
diff --git a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c
index 9798fe510b..56ba3ec7dd 100644
--- a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c
+++ b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c
@@ -336,10 +336,10 @@ void BossGanon_SetAnimationObject(BossGanon* this, PlayState* play, s32 objectId
}
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_GANONDORF, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
void BossGanon_Init(Actor* thisx, PlayState* play2) {
diff --git a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c
index 60bd103f04..80a02a7593 100644
--- a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c
+++ b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c
@@ -199,10 +199,10 @@ static void* sLimbTex_rgba16_16x32[] = { gPhantomGanonLimbTex_00AA80, gPhantomGa
static void* sMouthTex_ci8_16x16[] = { gPhantomGanonMouthTex, gPhantomGanonSmileTex };
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_PHANTOM_GANON_PHASE_1, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
static Vec3f sAudioVec = { 0.0f, 0.0f, 50.0f };
diff --git a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c
index 0dfcc60edd..0ed382f3d9 100644
--- a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c
+++ b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c
@@ -333,7 +333,7 @@ void BossGoma_ClearPixels(u8* clearPixelTable, s16 i) {
}
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_GOHMA, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c
index cf483fddfb..5b920b71d3 100644
--- a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c
+++ b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c
@@ -294,10 +294,10 @@ static s16 sAttackRot[41] = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_MORPHA, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
static Vec3f sAudioZeroVec = { 0.0f, 0.0f, 0.0f };
diff --git a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c
index 05f1525655..d349a6a2b0 100644
--- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c
+++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c
@@ -261,7 +261,7 @@ static AnimationHeader* sHandHangPoses[] = { &gBongoLeftHandHangPoseAnim, &gBong
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BONGO_BONGO, ICHAIN_CONTINUE),
- ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 20, ICHAIN_STOP),
};
@@ -308,7 +308,7 @@ void BossSst_Init(Actor* thisx, PlayState* play2) {
this->actor.update = BossSst_UpdateHead;
this->actor.draw = BossSst_DrawHead;
this->radius = -650.0f;
- this->actor.targetArrowOffset = 4000.0f;
+ this->actor.lockOnArrowOffset = 4000.0f;
BossSst_HeadSetupLurk(this);
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_BOSS);
}
@@ -328,7 +328,7 @@ void BossSst_Init(Actor* thisx, PlayState* play2) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 95.0f);
this->handZPosMod = -3500;
- this->actor.targetArrowOffset = 5000.0f;
+ this->actor.lockOnArrowOffset = 5000.0f;
this->actor.flags &= ~ACTOR_FLAG_0;
BossSst_HandSetupWait(this);
}
diff --git a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c
index 66f3b7dc4f..2c9efc6e67 100644
--- a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c
+++ b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c
@@ -201,9 +201,9 @@ static Vec3f sTwinrovaPillarPos[] = {
static u8 sTwInitialized = false;
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
static s8 sEnvType;
diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
index fa86dbb682..c4887b6e99 100644
--- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
+++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
@@ -581,7 +581,7 @@ void BossVa_Init(Actor* thisx, PlayState* play2) {
s16 warpId;
Actor_SetScale(&this->actor, 0.1f);
- this->actor.targetMode = TARGET_MODE_5;
+ this->actor.attentionRangeType = ATTENTION_RANGE_5;
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
switch (this->actor.params) {
diff --git a/src/overlays/actors/ovl_Door_Ana/z_door_ana.c b/src/overlays/actors/ovl_Door_Ana/z_door_ana.c
index 69db94c219..0a4d6c30d9 100644
--- a/src/overlays/actors/ovl_Door_Ana/z_door_ana.c
+++ b/src/overlays/actors/ovl_Door_Ana/z_door_ana.c
@@ -79,7 +79,7 @@ void DoorAna_Init(Actor* thisx, PlayState* play) {
} else {
DoorAna_SetupAction(this, DoorAna_WaitOpen);
}
- this->actor.targetMode = TARGET_MODE_0;
+ this->actor.attentionRangeType = ATTENTION_RANGE_0;
}
void DoorAna_Destroy(Actor* thisx, PlayState* play) {
@@ -128,7 +128,7 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) {
player = GET_PLAYER(play);
if (Math_StepToF(&this->actor.scale.x, 0.01f, 0.001f)) {
- if ((this->actor.targetMode != 0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
+ if ((this->actor.attentionRangeType != 0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(player->stateFlags1 & PLAYER_STATE1_31) && (player->av1.actionVar1 == 0)) {
destinationIdx = PARAMS_GET_U(this->actor.params, 12, 3) - 1;
Play_SetupRespawnPoint(play, RESPAWN_MODE_RETURN, 0x4FF);
@@ -145,9 +145,9 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) {
this->actor.xzDistToPlayer <= 15.0f && -50.0f <= this->actor.yDistToPlayer &&
this->actor.yDistToPlayer <= 15.0f) {
player->stateFlags1 |= PLAYER_STATE1_31;
- this->actor.targetMode = TARGET_MODE_1;
+ this->actor.attentionRangeType = ATTENTION_RANGE_1;
} else {
- this->actor.targetMode = TARGET_MODE_0;
+ this->actor.attentionRangeType = ATTENTION_RANGE_0;
}
}
}
diff --git a/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c b/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c
index 3d515b08de..4723acd318 100644
--- a/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c
+++ b/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c
@@ -81,7 +81,7 @@ void ElfMsg2_Init(Actor* thisx, PlayState* play) {
PRINTF(VT_FGCOL(CYAN) " Elf_Msg2_Actor_ct %04x\n\n" VT_RST, this->actor.params);
if (!ElfMsg2_KillCheck(this, play)) {
if ((this->actor.world.rot.x > 0) && (this->actor.world.rot.x < 8)) {
- this->actor.targetMode = this->actor.world.rot.x - 1;
+ this->actor.attentionRangeType = this->actor.world.rot.x - 1;
}
Actor_ProcessInitChain(thisx, sInitChain);
if (this->actor.world.rot.y >= 0x41) {
diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.c b/src/overlays/actors/ovl_En_Am/z_en_am.c
index 587b53fb72..a90dcfd1a3 100644
--- a/src/overlays/actors/ovl_En_Am/z_en_am.c
+++ b/src/overlays/actors/ovl_En_Am/z_en_am.c
@@ -158,7 +158,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_ARMOS, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -4000, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 5300, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 5300, ICHAIN_STOP),
};
void EnAm_SetupAction(EnAm* this, EnAmActionFunc actionFunc) {
diff --git a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c
index c051882909..2cb9e30b9f 100644
--- a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c
+++ b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c
@@ -148,7 +148,7 @@ void EnAnubice_Init(Actor* thisx, PlayState* play) {
this->focusHeightOffset = 0.0f;
this->actor.flags &= ~ACTOR_FLAG_0;
this->home = this->actor.world.pos;
- this->actor.targetMode = TARGET_MODE_3;
+ this->actor.attentionRangeType = ATTENTION_RANGE_3;
this->actionFunc = EnAnubice_FindFlameCircles;
}
diff --git a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c
index 748c2e62b8..6fa2b853d8 100644
--- a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c
+++ b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c
@@ -32,9 +32,9 @@ ActorProfile En_Attack_Niw_Profile = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_1, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
void EnAttackNiw_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Ba/z_en_ba.c b/src/overlays/actors/ovl_En_Ba/z_en_ba.c
index 43d717bbfb..8d667bc49d 100644
--- a/src/overlays/actors/ovl_En_Ba/z_en_ba.c
+++ b/src/overlays/actors/ovl_En_Ba/z_en_ba.c
@@ -85,7 +85,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_PARASITIC_TENTACLE, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 2500, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
void EnBa_Init(Actor* thisx, PlayState* play) {
@@ -103,7 +103,7 @@ void EnBa_Init(Actor* thisx, PlayState* play) {
this->unk_158[i].y = this->actor.world.pos.y - (i + 1) * 32.0f;
}
- this->actor.targetMode = TARGET_MODE_4;
+ this->actor.attentionRangeType = ATTENTION_RANGE_4;
this->upperParams = PARAMS_GET_U(thisx->params, 8, 8);
thisx->params &= 0xFF;
diff --git a/src/overlays/actors/ovl_En_Bb/z_en_bb.c b/src/overlays/actors/ovl_En_Bb/z_en_bb.c
index 93accb1ec9..af2cf4c380 100644
--- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c
+++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c
@@ -235,7 +235,7 @@ static ColliderJntSphInit sJntSphInit = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 10, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 10, ICHAIN_STOP),
};
void EnBb_SetupAction(EnBb* this, EnBbActionFunc actionFunc) {
diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c
index a9573a9fa5..8e1217358c 100644
--- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c
+++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c
@@ -144,8 +144,8 @@ static DamageTable sDamageTable = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
ICHAIN_F32(gravity, -1, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BIGOCTO, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 33, ICHAIN_STOP),
diff --git a/src/overlays/actors/ovl_En_Bili/z_en_bili.c b/src/overlays/actors/ovl_En_Bili/z_en_bili.c
index 5834f26b9a..83ca17633c 100644
--- a/src/overlays/actors/ovl_En_Bili/z_en_bili.c
+++ b/src/overlays/actors/ovl_En_Bili/z_en_bili.c
@@ -108,7 +108,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BIRI, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_STOP),
};
void EnBili_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Bird/z_en_bird.c b/src/overlays/actors/ovl_En_Bird/z_en_bird.c
index 3229f5af88..6ca50edeeb 100644
--- a/src/overlays/actors/ovl_En_Bird/z_en_bird.c
+++ b/src/overlays/actors/ovl_En_Bird/z_en_bird.c
@@ -32,7 +32,7 @@ ActorProfile En_Bird_Profile = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 5600, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 5600, ICHAIN_STOP),
};
void EnBird_SetupAction(EnBird* this, EnBirdActionFunc actionFunc) {
diff --git a/src/overlays/actors/ovl_En_Bom/z_en_bom.c b/src/overlays/actors/ovl_En_Bom/z_en_bom.c
index 0bb4ffc2d9..962f50e34c 100644
--- a/src/overlays/actors/ovl_En_Bom/z_en_bom.c
+++ b/src/overlays/actors/ovl_En_Bom/z_en_bom.c
@@ -79,7 +79,7 @@ static ColliderJntSphInit sJntSphInit = {
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F(scale, 0, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -4000, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c
index 0daf1d3795..b62e41ccda 100644
--- a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c
+++ b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c
@@ -77,7 +77,7 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
}
this->prizeSelect = (s16)Rand_ZeroFloat(4.99f);
- this->actor.targetMode = TARGET_MODE_1;
+ this->actor.attentionRangeType = ATTENTION_RANGE_1;
this->actionFunc = EnBomBowlMan_SetupWaitAsleep;
}
diff --git a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c
index 62515231b4..33c62c3f06 100644
--- a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c
+++ b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c
@@ -55,7 +55,7 @@ static ColliderJntSphInit sJntSphInit = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 1000 * BOMBCHU_SCALE, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c
index 875553a85f..eaaf3bf66f 100644
--- a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c
+++ b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c
@@ -109,7 +109,7 @@ void EnBombf_Init(Actor* thisx, PlayState* play) {
thisx->colChkInfo.cylRadius = 10.0f;
thisx->colChkInfo.cylHeight = 10;
- thisx->targetMode = TARGET_MODE_0;
+ thisx->attentionRangeType = ATTENTION_RANGE_0;
if (thisx->params == BOMBFLOWER_BODY) {
this->timer = 140;
diff --git a/src/overlays/actors/ovl_En_Boom/z_en_boom.c b/src/overlays/actors/ovl_En_Boom/z_en_boom.c
index 5ea28b6d2a..9940d74c13 100644
--- a/src/overlays/actors/ovl_En_Boom/z_en_boom.c
+++ b/src/overlays/actors/ovl_En_Boom/z_en_boom.c
@@ -49,7 +49,7 @@ static ColliderQuadInit sQuadInit = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_S8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
+ ICHAIN_S8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
ICHAIN_VEC3S(shape.rot, 0, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Box/z_en_box.c b/src/overlays/actors/ovl_En_Box/z_en_box.c
index 121e6bda0f..890bcf256d 100644
--- a/src/overlays/actors/ovl_En_Box/z_en_box.c
+++ b/src/overlays/actors/ovl_En_Box/z_en_box.c
@@ -66,7 +66,7 @@ static AnimationHeader* sAnimations[4] = { &gTreasureChestAnim_00024C, &gTreasur
&gTreasureChestAnim_00043C, &gTreasureChestAnim_00043C };
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_STOP),
};
static UNK_TYPE sUnused;
diff --git a/src/overlays/actors/ovl_En_Bx/z_en_bx.c b/src/overlays/actors/ovl_En_Bx/z_en_bx.c
index 2475ebf854..b480cdf858 100644
--- a/src/overlays/actors/ovl_En_Bx/z_en_bx.c
+++ b/src/overlays/actors/ovl_En_Bx/z_en_bx.c
@@ -71,7 +71,7 @@ void EnBx_Init(Actor* thisx, PlayState* play) {
Vec3f sp48 = { 0.015f, 0.015f, 0.015f };
Vec3f sp3C = { 0.0f, 0.0f, 0.0f };
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 5300, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 5300, ICHAIN_STOP),
};
s32 i;
s32 pad;
diff --git a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c
index 30b0a33f48..cdba3e9eaa 100644
--- a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c
+++ b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c
@@ -251,7 +251,7 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
} else { // Initialize the Arwing.
this->actor.flags |= ACTOR_FLAG_0;
- this->actor.targetMode = TARGET_MODE_5;
+ this->actor.attentionRangeType = ATTENTION_RANGE_5;
Collider_SetCylinder(play, &this->collider, &this->actor, &sArwingCylinderInit);
this->actor.colChkInfo.health = 3;
diff --git a/src/overlays/actors/ovl_En_Cow/z_en_cow.c b/src/overlays/actors/ovl_En_Cow/z_en_cow.c
index cf7f08d5bb..0bdb89b3a6 100644
--- a/src/overlays/actors/ovl_En_Cow/z_en_cow.c
+++ b/src/overlays/actors/ovl_En_Cow/z_en_cow.c
@@ -146,7 +146,7 @@ void EnCow_Init(Actor* thisx, PlayState* play) {
COW_TYPE_TAIL);
this->animationTimer = Rand_ZeroFloat(1000.0f) + 40.0f;
this->breathTimer = 0;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
R_EPONAS_SONG_PLAYED = false;
break;
diff --git a/src/overlays/actors/ovl_En_Crow/z_en_crow.c b/src/overlays/actors/ovl_En_Crow/z_en_crow.c
index 5cdcd6bd76..a9332385d8 100644
--- a/src/overlays/actors/ovl_En_Crow/z_en_crow.c
+++ b/src/overlays/actors/ovl_En_Crow/z_en_crow.c
@@ -100,7 +100,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 3000, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_GUAY, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -200, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_STOP),
};
static Vec3f sHeadVec = { 2500.0f, 0.0f, 0.0f };
@@ -153,7 +153,7 @@ void EnCrow_SetupDamaged(EnCrow* this, PlayState* play) {
this->actor.world.pos.y += 20.0f * scale;
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
this->actor.shape.yOffset = 0.0f;
- this->actor.targetArrowOffset = 0.0f;
+ this->actor.lockOnArrowOffset = 0.0f;
Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_DEAD);
if (this->actor.colChkInfo.damageEffect == 3) { // Ice arrows
@@ -218,7 +218,7 @@ void EnCrow_SetupRespawn(EnCrow* this) {
this->actor.shape.rot.z = 0;
this->timer = 300;
this->actor.shape.yOffset = 2000;
- this->actor.targetArrowOffset = 2000.0f;
+ this->actor.lockOnArrowOffset = 2000.0f;
this->actor.draw = NULL;
this->actionFunc = EnCrow_Respawn;
}
diff --git a/src/overlays/actors/ovl_En_Cs/z_en_cs.c b/src/overlays/actors/ovl_En_Cs/z_en_cs.c
index 2e6cf79a69..1acaaa8e41 100644
--- a/src/overlays/actors/ovl_En_Cs/z_en_cs.c
+++ b/src/overlays/actors/ovl_En_Cs/z_en_cs.c
@@ -143,7 +143,7 @@ void EnCs_Init(Actor* thisx, PlayState* play) {
Animation_GetLastFrame(sAnimationInfo[ENCS_ANIM_0].animation), sAnimationInfo[ENCS_ANIM_0].mode,
sAnimationInfo[ENCS_ANIM_0].morphFrames);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->path = PARAMS_GET_U(this->actor.params, 0, 8);
this->unk_1EC = 0; // This variable is unused anywhere else
this->talkState = 0;
diff --git a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c
index 8bcc668e29..2345bada28 100644
--- a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c
+++ b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c
@@ -189,7 +189,7 @@ void EnDaiku_Init(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->currentAnimIndex = -1;
this->runSpeed = 5.0f;
this->initRot = this->actor.world.rot;
diff --git a/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c b/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c
index c316f744f4..3a244bb82c 100644
--- a/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c
+++ b/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c
@@ -172,7 +172,7 @@ void EnDaikuKakariko_Init(Actor* thisx, PlayState* play) {
this->actor.gravity = 0.0f;
this->runSpeed = 3.0f;
this->actor.uncullZoneForward = 1200.0f;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->currentAnimIndex = -1;
if (this->flags & 0x40) {
diff --git a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c
index 2eefd57b06..f954f2b8d8 100644
--- a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c
+++ b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c
@@ -217,7 +217,7 @@ static DamageTable sBigDekuBabaDamageTable = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 1500, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 1500, ICHAIN_STOP),
};
void EnDekubaba_Init(Actor* thisx, PlayState* play) {
@@ -249,7 +249,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) {
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sBigDekuBabaDamageTable, &sColChkInfoInit);
this->actor.colChkInfo.health = 4;
this->actor.naviEnemyId = NAVI_ENEMY_BIG_DEKU_BABA;
- this->actor.targetMode = TARGET_MODE_2;
+ this->actor.attentionRangeType = ATTENTION_RANGE_2;
} else {
this->size = 1.0f;
@@ -263,7 +263,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) {
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDekuBabaDamageTable, &sColChkInfoInit);
this->actor.naviEnemyId = NAVI_ENEMY_DEKU_BABA;
- this->actor.targetMode = TARGET_MODE_1;
+ this->actor.attentionRangeType = ATTENTION_RANGE_1;
}
EnDekubaba_SetupWait(this);
diff --git a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c
index b34e0eb63b..332407e4ed 100644
--- a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c
+++ b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c
@@ -102,7 +102,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_MAD_SCRUB, ICHAIN_CONTINUE),
ICHAIN_F32(gravity, -1, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2600, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 2600, ICHAIN_STOP),
};
void EnDekunuts_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Dh/z_en_dh.c b/src/overlays/actors/ovl_En_Dh/z_en_dh.c
index cbb0491339..0ad0136d8f 100644
--- a/src/overlays/actors/ovl_En_Dh/z_en_dh.c
+++ b/src/overlays/actors/ovl_En_Dh/z_en_dh.c
@@ -127,7 +127,7 @@ static DamageTable D_809EC620 = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_DEAD_HAND, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3500, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Dha/z_en_dha.c b/src/overlays/actors/ovl_En_Dha/z_en_dha.c
index 7a7eca1bcb..a48fdfdd6a 100644
--- a/src/overlays/actors/ovl_En_Dha/z_en_dha.c
+++ b/src/overlays/actors/ovl_En_Dha/z_en_dha.c
@@ -143,7 +143,7 @@ static ColliderJntSphInit sJntSphInit = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_DEAD_HANDS_HAND, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c b/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c
index ab38eedd67..6a758c454c 100644
--- a/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c
+++ b/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c
@@ -93,7 +93,7 @@ void EnDivingGame_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor);
} else {
D_809EF0B0 = true;
- this->actor.targetMode = TARGET_MODE_0;
+ this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actionFunc = func_809EDCB0;
}
diff --git a/src/overlays/actors/ovl_En_Dns/z_en_dns.c b/src/overlays/actors/ovl_En_Dns/z_en_dns.c
index d212cf903f..c1b8eea2f3 100644
--- a/src/overlays/actors/ovl_En_Dns/z_en_dns.c
+++ b/src/overlays/actors/ovl_En_Dns/z_en_dns.c
@@ -115,8 +115,8 @@ static DnsItemEntry* sItemEntries[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BUSINESS_SCRUB, ICHAIN_CONTINUE),
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
static AnimationMinimalInfo sAnimationInfo[] = {
diff --git a/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c b/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c
index 2fa6c093e0..0cca8f1ca6 100644
--- a/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c
+++ b/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c
@@ -84,7 +84,7 @@ void EnDntJiji_Init(Actor* thisx, PlayState* play) {
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ デグナッツお面品評会長老 ☆☆☆☆☆ %x\n" VT_RST, this->stage);
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.colChkInfo.mass = 0xFF;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->actionFunc = EnDntJiji_SetFlower;
this->actor.gravity = -2.0f;
}
diff --git a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
index 32d3b7d06d..1f3ba0cfa4 100644
--- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
+++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
@@ -301,14 +301,14 @@ void EnDodongo_SpawnBombSmoke(EnDodongo* this, PlayState* play) {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_DODONGO, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2800, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 2800, ICHAIN_STOP),
};
void EnDodongo_Init(Actor* thisx, PlayState* play) {
EnDodongo* this = (EnDodongo*)thisx;
EffectBlureInit1 blureInit;
- this->actor.targetMode = TARGET_MODE_3;
+ this->actor.attentionRangeType = ATTENTION_RANGE_3;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->bombSmokePrimColor.r = this->bombSmokePrimColor.g = this->bombSmokeEnvColor.r = 255;
this->bombSmokePrimColor.a = this->bombSmokeEnvColor.a = 200;
diff --git a/src/overlays/actors/ovl_En_Door/z_en_door.c b/src/overlays/actors/ovl_En_Door/z_en_door.c
index 590337ed70..25f237d298 100644
--- a/src/overlays/actors/ovl_En_Door/z_en_door.c
+++ b/src/overlays/actors/ovl_En_Door/z_en_door.c
@@ -73,7 +73,7 @@ static EnDoorInfo sDoorInfo[] = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Ds/z_en_ds.c b/src/overlays/actors/ovl_En_Ds/z_en_ds.c
index 1dd85b43ca..d07d7937a6 100644
--- a/src/overlays/actors/ovl_En_Ds/z_en_ds.c
+++ b/src/overlays/actors/ovl_En_Ds/z_en_ds.c
@@ -41,7 +41,7 @@ void EnDs_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, 0.013f);
this->actionFunc = EnDs_Wait;
- this->actor.targetMode = TARGET_MODE_1;
+ this->actor.attentionRangeType = ATTENTION_RANGE_1;
this->unk_1E8 = 0;
this->actor.flags &= ~ACTOR_FLAG_0;
this->unk_1E4 = 0.0f;
diff --git a/src/overlays/actors/ovl_En_Du/z_en_du.c b/src/overlays/actors/ovl_En_Du/z_en_du.c
index ba8eeec8a4..d1994135b6 100644
--- a/src/overlays/actors/ovl_En_Du/z_en_du.c
+++ b/src/overlays/actors/ovl_En_Du/z_en_du.c
@@ -289,7 +289,7 @@ void EnDu_Init(Actor* thisx, PlayState* play) {
}
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENDU_ANIM_0);
Actor_SetScale(&this->actor, 0.01f);
- this->actor.targetMode = TARGET_MODE_1;
+ this->actor.attentionRangeType = ATTENTION_RANGE_1;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
if (gSaveContext.save.cutsceneIndex >= 0xFFF0) {
diff --git a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c
index 5c0921755b..2b93c1d6a5 100644
--- a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c
+++ b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c
@@ -107,7 +107,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_STINGER, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 5, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2500, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 2500, ICHAIN_STOP),
};
/**
diff --git a/src/overlays/actors/ovl_En_Elf/z_en_elf.c b/src/overlays/actors/ovl_En_Elf/z_en_elf.c
index 1c3630ff9d..a3f1a481ab 100644
--- a/src/overlays/actors/ovl_En_Elf/z_en_elf.c
+++ b/src/overlays/actors/ovl_En_Elf/z_en_elf.c
@@ -935,9 +935,9 @@ void func_80A03CF8(EnElf* this, PlayState* play) {
break;
default:
func_80A029A8(this, 1);
- nextPos = play->actorCtx.targetCtx.naviHoverPos;
+ nextPos = play->actorCtx.attention.naviHoverPos;
nextPos.y += (1500.0f * this->actor.scale.y);
- naviHoverActor = play->actorCtx.targetCtx.naviHoverActor;
+ naviHoverActor = play->actorCtx.attention.naviHoverActor;
if (naviHoverActor != NULL) {
func_80A03148(this, &nextPos, 0.0f, 20.0f, 0.2f);
@@ -1000,12 +1000,12 @@ void EnElf_ChangeColor(Color_RGBAf* dest, Color_RGBAf* newColor, Color_RGBAf* cu
}
void func_80A04414(EnElf* this, PlayState* play) {
- Actor* naviHoverActor = play->actorCtx.targetCtx.naviHoverActor;
+ Actor* naviHoverActor = play->actorCtx.attention.naviHoverActor;
Player* player = GET_PLAYER(play);
f32 transitionRate;
u16 sfxId;
- if (play->actorCtx.targetCtx.naviMoveProgressFactor != 0.0f) {
+ if (play->actorCtx.attention.naviMoveProgressFactor != 0.0f) {
this->unk_2C6 = 0;
this->unk_29C = 1.0f;
@@ -1016,18 +1016,18 @@ void func_80A04414(EnElf* this, PlayState* play) {
} else {
if (this->unk_2C6 == 0) {
if ((naviHoverActor == NULL) ||
- (Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->actorCtx.targetCtx.naviHoverPos) < 50.0f)) {
+ (Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->actorCtx.attention.naviHoverPos) < 50.0f)) {
this->unk_2C6 = 1;
}
} else if (this->unk_29C != 0.0f) {
if (Math_StepToF(&this->unk_29C, 0.0f, 0.25f) != 0) {
- this->innerColor = play->actorCtx.targetCtx.naviInnerColor;
- this->outerColor = play->actorCtx.targetCtx.naviOuterColor;
+ this->innerColor = play->actorCtx.attention.naviInnerColor;
+ this->outerColor = play->actorCtx.attention.naviOuterColor;
} else {
transitionRate = 0.25f / this->unk_29C;
- EnElf_ChangeColor(&this->innerColor, &play->actorCtx.targetCtx.naviInnerColor, &this->innerColor,
+ EnElf_ChangeColor(&this->innerColor, &play->actorCtx.attention.naviInnerColor, &this->innerColor,
transitionRate);
- EnElf_ChangeColor(&this->outerColor, &play->actorCtx.targetCtx.naviOuterColor, &this->outerColor,
+ EnElf_ChangeColor(&this->outerColor, &play->actorCtx.attention.naviOuterColor, &this->outerColor,
transitionRate);
}
}
@@ -1081,7 +1081,7 @@ void func_80A0461C(EnElf* this, PlayState* play) {
}
} else {
- naviHoverActor = play->actorCtx.targetCtx.naviHoverActor;
+ naviHoverActor = play->actorCtx.attention.naviHoverActor;
// `R_SCENE_CAM_TYPE` is not a bit field, but this conditional checks for a specific bit.
// This `& 0x10` check will pass for either `SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT`, `SCENE_CAM_TYPE_FIXED`, or
@@ -1222,7 +1222,7 @@ void func_80A04DE4(EnElf* this, PlayState* play) {
Vec3f pos;
if (this->fairyFlags & 0x10) {
- pos = play->actorCtx.targetCtx.naviHoverPos;
+ pos = play->actorCtx.attention.naviHoverPos;
if ((player->focusActor == NULL) || (&player->actor == player->focusActor) ||
(&this->actor == player->focusActor)) {
diff --git a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c
index 70d9eb80e8..00be9adeae 100644
--- a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c
+++ b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c
@@ -112,8 +112,8 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 5, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
- ICHAIN_F32(minVelocityY, -4, ICHAIN_CONTINUE), ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 4000, ICHAIN_STOP),
+ ICHAIN_F32(minVelocityY, -4, ICHAIN_CONTINUE), ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 4000, ICHAIN_STOP),
};
void EnFirefly_Extinguish(EnFirefly* this) {
diff --git a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c
index f95d077d5d..4ae4598081 100644
--- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c
+++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c
@@ -115,7 +115,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_FLOORMASTER, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 5500, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 5500, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Fr/z_en_fr.c b/src/overlays/actors/ovl_En_Fr/z_en_fr.c
index cb49c0ba21..f8943dcd8c 100644
--- a/src/overlays/actors/ovl_En_Fr/z_en_fr.c
+++ b/src/overlays/actors/ovl_En_Fr/z_en_fr.c
@@ -168,8 +168,8 @@ static s16 sTimerFrogSong[] = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
// Counter to Coordinate Frog jumping out of water one at a time
diff --git a/src/overlays/actors/ovl_En_Fu/z_en_fu.c b/src/overlays/actors/ovl_En_Fu/z_en_fu.c
index b930fe8004..5056d0b7c6 100644
--- a/src/overlays/actors/ovl_En_Fu/z_en_fu.c
+++ b/src/overlays/actors/ovl_En_Fu/z_en_fu.c
@@ -92,7 +92,7 @@ void EnFu_Init(Actor* thisx, PlayState* play) {
this->skelanime.playSpeed = 2.0f;
}
this->behaviorFlags = 0;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
}
void EnFu_Destroy(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Fz/z_en_fz.c b/src/overlays/actors/ovl_En_Fz/z_en_fz.c
index de73699d55..492b42158e 100644
--- a/src/overlays/actors/ovl_En_Fz/z_en_fz.c
+++ b/src/overlays/actors/ovl_En_Fz/z_en_fz.c
@@ -151,8 +151,8 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_FREEZARD, ICHAIN_CONTINUE),
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
void EnFz_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Gb/z_en_gb.c b/src/overlays/actors/ovl_En_Gb/z_en_gb.c
index 49ae19c793..ffb3bb2051 100644
--- a/src/overlays/actors/ovl_En_Gb/z_en_gb.c
+++ b/src/overlays/actors/ovl_En_Gb/z_en_gb.c
@@ -121,8 +121,8 @@ static ColliderCylinderInitType1 sBottlesCylindersInit[] = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2200, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_6, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2200, ICHAIN_STOP),
};
// relative positions of poe souls
diff --git a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c
index ba84d55e71..0583aae68f 100644
--- a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c
+++ b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c
@@ -98,7 +98,7 @@ void EnGe1_Init(Actor* thisx, PlayState* play) {
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->animation = &gGerudoWhiteIdleAnim;
this->animFunc = EnGe1_CueUpAnimation;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
Actor_SetScale(&this->actor, 0.01f);
this->actor.uncullZoneForward = ((play->sceneId == SCENE_GERUDO_VALLEY) ? 1000.0f : 1200.0f);
@@ -146,7 +146,7 @@ void EnGe1_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor);
return;
}
- this->actor.targetMode = TARGET_MODE_3;
+ this->actor.attentionRangeType = ATTENTION_RANGE_3;
this->hairstyle = GE1_HAIR_BOB;
// "Horseback archery Gerudo EVENT_INF(0) ="
PRINTF(VT_FGCOL(CYAN) "やぶさめ ゲルド EVENT_INF(0) = %x\n" VT_RST, gSaveContext.eventInf[0]);
diff --git a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c
index 533f38a4ad..5d52081e20 100644
--- a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c
+++ b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c
@@ -138,21 +138,21 @@ void EnGe2_Init(Actor* thisx, PlayState* play) {
EnGe2_ChangeAction(this, GE2_ACTION_WALK);
if (EnGe2_CheckCarpentersFreed()) {
this->actor.update = EnGe2_UpdateFriendly;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
}
break;
case GE2_TYPE_STATIONARY:
EnGe2_ChangeAction(this, GE2_ACTION_STAND);
if (EnGe2_CheckCarpentersFreed()) {
this->actor.update = EnGe2_UpdateFriendly;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
}
break;
case GE2_TYPE_GERUDO_CARD_GIVER:
EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER);
this->actor.update = EnGe2_UpdateAfterTalk;
this->actionFunc = EnGe2_ForceTalk;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
break;
default:
ASSERT(0, "0", "../z_en_ge2.c", 418);
@@ -595,7 +595,7 @@ void EnGe2_Update(Actor* thisx, PlayState* play) {
if (EnGe2_CheckCarpentersFreed() && !(this->stateFlags & GE2_STATE_KO)) {
this->actor.update = EnGe2_UpdateFriendly;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
}
}
@@ -621,7 +621,7 @@ void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2) {
if (EnGe2_CheckCarpentersFreed()) {
this->actor.update = EnGe2_UpdateFriendly;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->actor.colorFilterTimer = 0;
} else if (this->actor.colorFilterTimer == 0) {
this->actor.update = EnGe2_Update;
diff --git a/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c b/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c
index d54bcb7647..4eaf327282 100644
--- a/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c
+++ b/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c
@@ -81,7 +81,7 @@ void EnGe3_Init(Actor* thisx, PlayState* play2) {
EnGe3_ChangeAction(this, 0);
this->actionFunc = EnGe3_ForceTalk;
this->unk_30C = 0;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->actor.minVelocityY = -4.0f;
this->actor.gravity = -1.0f;
}
diff --git a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c
index aec28ecaa6..d81e358799 100644
--- a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c
+++ b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c
@@ -204,7 +204,7 @@ static DamageTable sDamageTable = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3000, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Gm/z_en_gm.c b/src/overlays/actors/ovl_En_Gm/z_en_gm.c
index 3287f0b6a3..a71831496e 100644
--- a/src/overlays/actors/ovl_En_Gm/z_en_gm.c
+++ b/src/overlays/actors/ovl_En_Gm/z_en_gm.c
@@ -58,8 +58,8 @@ static ColliderCylinderInitType1 sCylinderInit = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
void EnGm_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Go/z_en_go.c b/src/overlays/actors/ovl_En_Go/z_en_go.c
index f593f5e648..380f5f938c 100644
--- a/src/overlays/actors/ovl_En_Go/z_en_go.c
+++ b/src/overlays/actors/ovl_En_Go/z_en_go.c
@@ -644,7 +644,7 @@ void EnGo_Init(Actor* thisx, PlayState* play) {
}
EnGo_ChangeAnim(this, ENGO_ANIM_0);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actor.gravity = -1.0f;
@@ -678,7 +678,7 @@ void EnGo_Init(Actor* thisx, PlayState* play) {
EnGo_SetupAction(this, func_80A3FEB4);
break;
case 0x90:
- this->actor.targetMode = TARGET_MODE_5;
+ this->actor.attentionRangeType = ATTENTION_RANGE_5;
Actor_SetScale(&this->actor, 0.16f);
EnGo_SetupAction(this, EnGo_CurledUp);
break;
diff --git a/src/overlays/actors/ovl_En_Go2/z_en_go2.c b/src/overlays/actors/ovl_En_Go2/z_en_go2.c
index 3b9b1939fb..fd39536714 100644
--- a/src/overlays/actors/ovl_En_Go2/z_en_go2.c
+++ b/src/overlays/actors/ovl_En_Go2/z_en_go2.c
@@ -842,7 +842,7 @@ void EnGo2_SetShape(EnGo2* this) {
this->actor.shape.shadowScale = D_80A481F8[index].shape_unk_10;
Actor_SetScale(&this->actor, D_80A481F8[index].scale);
- this->actor.targetMode = D_80A481F8[index].actor_unk_1F;
+ this->actor.attentionRangeType = D_80A481F8[index].actor_unk_1F;
this->interactRange = D_80A481F8[index].interactRange;
this->interactRange += this->collider.dim.radius;
}
diff --git a/src/overlays/actors/ovl_En_Goma/z_en_goma.c b/src/overlays/actors/ovl_En_Goma/z_en_goma.c
index 7e411a8c66..7a1f370f18 100644
--- a/src/overlays/actors/ovl_En_Goma/z_en_goma.c
+++ b/src/overlays/actors/ovl_En_Goma/z_en_goma.c
@@ -98,10 +98,10 @@ static u8 sSpawnNum = 0;
static Vec3f sDeadEffectVel = { 0.0f, 0.0f, 0.0f };
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_3, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_3, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_GOHMA_LARVA, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 20, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 20, ICHAIN_STOP),
};
void EnGoma_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Gs/z_en_gs.c b/src/overlays/actors/ovl_En_Gs/z_en_gs.c
index 06a773f111..c008c007fe 100644
--- a/src/overlays/actors/ovl_En_Gs/z_en_gs.c
+++ b/src/overlays/actors/ovl_En_Gs/z_en_gs.c
@@ -102,7 +102,7 @@ void EnGs_Init(Actor* thisx, PlayState* play) {
Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
CollisionCheck_SetInfo2(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
- thisx->targetMode = TARGET_MODE_6;
+ thisx->attentionRangeType = ATTENTION_RANGE_6;
this->unk_1D8 = thisx->world.pos;
this->actionFunc = func_80A4F734;
this->unk_1B4[0].x = 1.0f;
diff --git a/src/overlays/actors/ovl_En_Guest/z_en_guest.c b/src/overlays/actors/ovl_En_Guest/z_en_guest.c
index 2aabc7d390..a2b5e695a1 100644
--- a/src/overlays/actors/ovl_En_Guest/z_en_guest.c
+++ b/src/overlays/actors/ovl_En_Guest/z_en_guest.c
@@ -45,8 +45,8 @@ static ColliderCylinderInitType1 sCylinderInit = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_6, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
void EnGuest_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c b/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c
index 6749ac4538..7e76139bfc 100644
--- a/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c
+++ b/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c
@@ -126,7 +126,7 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) {
this->collider.dim.yShift = 0;
this->collider.dim.radius = 15;
this->collider.dim.height = 70;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
switch (this->type) {
diff --git a/src/overlays/actors/ovl_En_Heishi3/z_en_heishi3.c b/src/overlays/actors/ovl_En_Heishi3/z_en_heishi3.c
index 1449388088..4b22137ce3 100644
--- a/src/overlays/actors/ovl_En_Heishi3/z_en_heishi3.c
+++ b/src/overlays/actors/ovl_En_Heishi3/z_en_heishi3.c
@@ -73,7 +73,7 @@ void EnHeishi3_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
SkelAnime_Init(play, &this->skelAnime, &gEnHeishiSkel, &gEnHeishiIdleAnim, this->jointTable, this->morphTable, 17);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
// "Castle Gate Soldier - Power Up"
diff --git a/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c b/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c
index 9c7b7e5780..40a046d94a 100644
--- a/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c
+++ b/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c
@@ -62,7 +62,7 @@ void EnHeishi4_Init(Actor* thisx, PlayState* play) {
this->type = PARAMS_GET_U(thisx->params, 0, 8);
thisx->colChkInfo.mass = MASS_IMMOVABLE;
this->pos = thisx->world.pos;
- thisx->targetMode = TARGET_MODE_6;
+ thisx->attentionRangeType = ATTENTION_RANGE_6;
if (this->type == HEISHI4_AT_MARKET_DYING) {
this->height = 30.0f;
ActorShape_Init(&thisx->shape, 0.0f, NULL, 30.0f);
diff --git a/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c b/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c
index c86721e661..61260ee834 100644
--- a/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c
+++ b/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c
@@ -66,7 +66,7 @@ static s16 sPuzzleCounter = 0;
static InitChainEntry sInitChain[] = {
ICHAIN_F32(gravity, -1, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_DEKU_SCRUB, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2600, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 2600, ICHAIN_STOP),
};
void EnHintnuts_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Hs/z_en_hs.c b/src/overlays/actors/ovl_En_Hs/z_en_hs.c
index 7752e2af7d..2bfd15c386 100644
--- a/src/overlays/actors/ovl_En_Hs/z_en_hs.c
+++ b/src/overlays/actors/ovl_En_Hs/z_en_hs.c
@@ -89,7 +89,7 @@ void EnHs_Init(Actor* thisx, PlayState* play) {
}
this->unk_2A8 = 0;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
}
void EnHs_Destroy(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c b/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c
index b5401f6bb9..c260b9159f 100644
--- a/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c
+++ b/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c
@@ -63,7 +63,7 @@ void EnHs2_Init(Actor* thisx, PlayState* play) {
PRINTF(VT_FGCOL(CYAN) " ヒヨコの店(子人の時) \n" VT_RST);
this->actionFunc = func_80A6F1A4;
this->unk_2A8 = 0;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
}
void EnHs2_Destroy(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Hy/z_en_hy.c b/src/overlays/actors/ovl_En_Hy/z_en_hy.c
index 5893143f52..0257fd3565 100644
--- a/src/overlays/actors/ovl_En_Hy/z_en_hy.c
+++ b/src/overlays/actors/ovl_En_Hy/z_en_hy.c
@@ -323,7 +323,7 @@ typedef struct EnHyInit2Info {
/* 0x00 */ f32 shadowScale;
/* 0x04 */ Vec3f modelOffset;
/* 0x10 */ f32 scale;
- /* 0x14 */ s8 targetMode;
+ /* 0x14 */ s8 attentionRangeType;
/* 0x18 */ f32 interactRange;
} EnHyInit2Info; // size = 0x1C
@@ -701,7 +701,7 @@ void EnHy_InitSetProperties(EnHy* this) {
this->actor.shape.shadowScale = sInit2Info[type].shadowScale;
Actor_SetScale(&this->actor, sInit2Info[type].scale);
- this->actor.targetMode = sInit2Info[type].targetMode;
+ this->actor.attentionRangeType = sInit2Info[type].attentionRangeType;
this->modelOffset = sInit2Info[type].modelOffset;
this->interactRange = sInit2Info[type].interactRange;
this->interactRange += this->collider.dim.radius;
diff --git a/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c b/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c
index a405d6ca0d..50547cb7b7 100644
--- a/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c
+++ b/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c
@@ -77,8 +77,10 @@ static ColliderCylinderInit sCylinderInitDroppedFlame = {
};
static InitChainEntry sInitChainCapturableFlame[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 60, ICHAIN_CONTINUE),
- ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 60, ICHAIN_CONTINUE),
+ ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
+ ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_In/z_en_in.c b/src/overlays/actors/ovl_En_In/z_en_in.c
index d1495130a5..2e1b2a7ed1 100644
--- a/src/overlays/actors/ovl_En_In/z_en_in.c
+++ b/src/overlays/actors/ovl_En_In/z_en_in.c
@@ -518,7 +518,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
return;
}
Actor_SetScale(&this->actor, 0.01f);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->actionFunc = func_80A7A4BC;
@@ -577,7 +577,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
gSaveContext.eventInf[EVENTINF_HORSES_INDEX] = 0;
break;
case EVENTINF_HORSES_STATE_1:
- this->actor.targetMode = TARGET_MODE_3;
+ this->actor.attentionRangeType = ATTENTION_RANGE_3;
EnIn_ChangeAnim(this, ENIN_ANIM_2);
this->actionFunc = func_80A7A568;
Interface_SetTimer(60);
@@ -593,7 +593,7 @@ void EnIn_WaitForObject(EnIn* this, PlayState* play) {
break;
case EVENTINF_HORSES_STATE_5:
case EVENTINF_HORSES_STATE_6:
- this->actor.targetMode = TARGET_MODE_3;
+ this->actor.attentionRangeType = ATTENTION_RANGE_3;
EnIn_ChangeAnim(this, ENIN_ANIM_6);
this->unk_1EC = 8;
this->actionFunc = func_80A7AA40;
@@ -938,7 +938,7 @@ void EnIn_Update(Actor* thisx, PlayState* play) {
if (Actor_TalkOfferAccepted(&this->actor, play)) {}
} else {
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState,
- ((this->actor.targetMode == 6) ? 80.0f : 320.0f) + this->collider.dim.radius,
+ ((this->actor.attentionRangeType == 6) ? 80.0f : 320.0f) + this->collider.dim.radius,
EnIn_GetTextId, EnIn_UpdateTalkState);
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
this->unk_1FA = this->unk_1F8;
diff --git a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c
index baad698422..e829b9b8c0 100644
--- a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c
+++ b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c
@@ -69,7 +69,7 @@ void EnKakasi_Init(Actor* thisx, PlayState* play) {
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
SkelAnime_InitFlex(play, &this->skelanime, &object_ka_Skel_0065B0, &object_ka_Anim_000214, NULL, NULL, 0);
this->rot = this->actor.world.rot;
diff --git a/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c b/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c
index 03616fa88a..c74de73295 100644
--- a/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c
+++ b/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c
@@ -69,7 +69,7 @@ void EnKakasi2_Init(Actor* thisx, PlayState* play) {
if (this->switchFlag == 0x3F) {
this->switchFlag = -1;
}
- this->actor.targetMode = TARGET_MODE_4;
+ this->actor.attentionRangeType = ATTENTION_RANGE_4;
this->maxSpawnDistance.x = (spawnRangeY * 40.0f) + 40.0f;
this->maxSpawnDistance.y = (spawnRangeXZ * 40.0f) + 40.0f;
diff --git a/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c b/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c
index 6c2484b753..306b341d39 100644
--- a/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c
+++ b/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c
@@ -71,7 +71,7 @@ void EnKakasi3_Init(Actor* thisx, PlayState* play) {
PRINTF("\n\n");
// "Obonur" -- Related to the name of the scarecrow (Bonooru)
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ おーボヌール ☆☆☆☆☆ \n" VT_RST);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
diff --git a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c
index dc75223e6d..f9d140c3ce 100644
--- a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c
+++ b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c
@@ -213,7 +213,7 @@ void EnKanban_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, 0.01f);
if (this->actor.params != ENKANBAN_PIECE) {
- this->actor.targetMode = TARGET_MODE_0;
+ this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->actor.flags |= ACTOR_FLAG_0;
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
diff --git a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c
index 39ee88dad2..8094cf8aee 100644
--- a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c
+++ b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c
@@ -84,8 +84,8 @@ static ColliderCylinderInit sHeadColliderInit = {
static CollisionCheckInfoInit sColCheckInfoInit = { 1, 15, 80, MASS_HEAVY };
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 2500, ICHAIN_CONTINUE),
- ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2500, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_1, ICHAIN_CONTINUE),
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_WITHERED_DEKU_BABA, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Ko/z_en_ko.c b/src/overlays/actors/ovl_En_Ko/z_en_ko.c
index 9bf438673b..74c3ea22e7 100644
--- a/src/overlays/actors/ovl_En_Ko/z_en_ko.c
+++ b/src/overlays/actors/ovl_En_Ko/z_en_ko.c
@@ -233,7 +233,7 @@ static EnKoModelInfo sModelInfo[] = {
};
typedef struct EnKoInteractInfo {
- /* 0x0 */ s8 targetMode;
+ /* 0x0 */ s8 attentionRangeType;
/* 0x4 */ f32 lookDist; // extended by collider radius
/* 0x8 */ f32 appearDist;
} EnKoInteractInfo; // size = 0xC
@@ -1073,7 +1073,7 @@ void func_80A98CD8(EnKo* this) {
s32 type = ENKO_TYPE;
EnKoInteractInfo* info = &sInteractInfo[type];
- this->actor.targetMode = info->targetMode;
+ this->actor.attentionRangeType = info->attentionRangeType;
this->lookDist = info->lookDist;
this->lookDist += this->collider.dim.radius;
this->appearDist = info->appearDist;
diff --git a/src/overlays/actors/ovl_En_Kz/z_en_kz.c b/src/overlays/actors/ovl_En_Kz/z_en_kz.c
index a939194c5d..86f7ef4800 100644
--- a/src/overlays/actors/ovl_En_Kz/z_en_kz.c
+++ b/src/overlays/actors/ovl_En_Kz/z_en_kz.c
@@ -332,7 +332,7 @@ void EnKz_Init(Actor* thisx, PlayState* play) {
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
Actor_SetScale(&this->actor, 0.01);
- this->actor.targetMode = TARGET_MODE_3;
+ this->actor.attentionRangeType = ATTENTION_RANGE_3;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
Animation_ChangeByInfo(&this->skelanime, sAnimationInfo, ENKZ_ANIM_0);
diff --git a/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.c b/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.c
index b181f0d02e..ab27f30954 100644
--- a/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.c
+++ b/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.c
@@ -53,7 +53,7 @@ void EnLightbox_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 6.0f);
this->dyna.interactFlags = 0;
this->dyna.transformFlags = 0;
- thisx->targetMode = TARGET_MODE_0;
+ thisx->attentionRangeType = ATTENTION_RANGE_0;
thisx->gravity = -2.0f;
CollisionHeader_GetVirtual(&object_lightbox_Col_001F10, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
diff --git a/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c b/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c
index c222169707..fcc3179f57 100644
--- a/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c
+++ b/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c
@@ -269,7 +269,7 @@ void EnMa1_Init(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
Actor_SetScale(&this->actor, 0.01f);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
if (!GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE) || CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
diff --git a/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c b/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c
index b295a6cd14..bd992587c0 100644
--- a/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c
+++ b/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c
@@ -242,7 +242,7 @@ void EnMa2_Init(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
Actor_SetScale(&this->actor, 0.01f);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
}
diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.c b/src/overlays/actors/ovl_En_Mb/z_en_mb.c
index b166870321..ca6597b593 100644
--- a/src/overlays/actors/ovl_En_Mb/z_en_mb.c
+++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.c
@@ -248,7 +248,7 @@ static DamageTable sClubMoblinDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_MOBLIN, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 5300, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 5300, ICHAIN_STOP),
};
void EnMb_SetupAction(EnMb* this, EnMbActionFunc actionFunc) {
diff --git a/src/overlays/actors/ovl_En_Md/z_en_md.c b/src/overlays/actors/ovl_En_Md/z_en_md.c
index d50b0c4a72..fc9f902ade 100644
--- a/src/overlays/actors/ovl_En_Md/z_en_md.c
+++ b/src/overlays/actors/ovl_En_Md/z_en_md.c
@@ -667,7 +667,7 @@ void EnMd_Init(Actor* thisx, PlayState* play) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENMD_ANIM_0);
Actor_SetScale(&this->actor, 0.01f);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->alpha = 255;
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, FAIRY_KOKIRI);
diff --git a/src/overlays/actors/ovl_En_Mk/z_en_mk.c b/src/overlays/actors/ovl_En_Mk/z_en_mk.c
index 8bbd3b6ff4..9c40c24141 100644
--- a/src/overlays/actors/ovl_En_Mk/z_en_mk.c
+++ b/src/overlays/actors/ovl_En_Mk/z_en_mk.c
@@ -66,7 +66,7 @@ void EnMk_Init(Actor* thisx, PlayState* play) {
this->actionFunc = EnMk_Wait;
this->flags = 0;
this->swimFlag = 0;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
if (GET_ITEMGETINF(ITEMGETINF_10)) {
this->flags |= 4;
diff --git a/src/overlays/actors/ovl_En_Mm/z_en_mm.c b/src/overlays/actors/ovl_En_Mm/z_en_mm.c
index 9eff45ffc7..e8ac9f176a 100644
--- a/src/overlays/actors/ovl_En_Mm/z_en_mm.c
+++ b/src/overlays/actors/ovl_En_Mm/z_en_mm.c
@@ -176,7 +176,7 @@ void EnMm_Init(Actor* thisx, PlayState* play) {
this->path = PARAMS_GET_U(this->actor.params, 0, 8);
this->unk_1F0 = 2;
this->unk_1E8 = 0;
- this->actor.targetMode = TARGET_MODE_2;
+ this->actor.attentionRangeType = ATTENTION_RANGE_2;
this->actor.gravity = -1.0f;
this->speedXZ = 3.0f;
this->unk_204 = this->actor.objectSlot;
diff --git a/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c b/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c
index af77ab6c76..f3307daf59 100644
--- a/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c
+++ b/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c
@@ -136,7 +136,7 @@ void EnMm2_Init(Actor* thisx, PlayState* play2) {
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->mouthTexIndex = RM2_MOUTH_CLOSED;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->unk_1F4 |= 1;
this->actor.gravity = -1.0f;
if (this->actor.params == 1) {
diff --git a/src/overlays/actors/ovl_En_Ms/z_en_ms.c b/src/overlays/actors/ovl_En_Ms/z_en_ms.c
index 879b397e75..1cd83280b1 100644
--- a/src/overlays/actors/ovl_En_Ms/z_en_ms.c
+++ b/src/overlays/actors/ovl_En_Ms/z_en_ms.c
@@ -53,8 +53,8 @@ static u16 sOfferTextIDs[] = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
void EnMs_SetOfferText(EnMs* this, PlayState* play) {
@@ -163,7 +163,7 @@ void EnMs_Update(Actor* thisx, PlayState* play) {
this->activeTimer++;
Actor_SetFocus(&this->actor, 20.0f);
- this->actor.targetArrowOffset = 500.0f;
+ this->actor.lockOnArrowOffset = 500.0f;
Actor_SetScale(&this->actor, 0.015f);
SkelAnime_Update(&this->skelAnime);
this->actionFunc(this, play);
diff --git a/src/overlays/actors/ovl_En_Mu/z_en_mu.c b/src/overlays/actors/ovl_En_Mu/z_en_mu.c
index 501c674a3b..112e884f5f 100644
--- a/src/overlays/actors/ovl_En_Mu/z_en_mu.c
+++ b/src/overlays/actors/ovl_En_Mu/z_en_mu.c
@@ -139,7 +139,7 @@ void EnMu_Init(Actor* thisx, PlayState* play) {
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &D_80AB0BD0);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &D_80AB0BFC);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
Actor_SetScale(&this->actor, 0.01f);
EnMu_Interact(this, play);
EnMu_SetupAction(this, EnMu_Pose);
diff --git a/src/overlays/actors/ovl_En_Niw/z_en_niw.c b/src/overlays/actors/ovl_En_Niw/z_en_niw.c
index 97792c75cf..2f021ed3e6 100644
--- a/src/overlays/actors/ovl_En_Niw/z_en_niw.c
+++ b/src/overlays/actors/ovl_En_Niw/z_en_niw.c
@@ -114,9 +114,9 @@ static ColliderCylinderInit sCylinderInit2 = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_6, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
void EnNiw_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c b/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c
index 618ef792f6..89d37ad3b1 100644
--- a/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c
+++ b/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c
@@ -61,7 +61,7 @@ void EnNiwGirl_Init(Actor* thisx, PlayState* play) {
SkelAnime_InitFlex(play, &this->skelAnime, &gNiwGirlSkel, &gNiwGirlRunAnim, this->jointTable, this->morphTable, 17);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
if (this->actor.params < 0) {
this->actor.params = 0;
}
diff --git a/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c b/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c
index e686b9367b..c54da3b643 100644
--- a/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c
+++ b/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c
@@ -165,7 +165,7 @@ void func_80AB9F24(EnNiwLady* this, PlayState* play) {
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->unk_272 = 0;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->actor.draw = EnNiwLady_Draw;
switch (this->unk_278) {
case 0:
diff --git a/src/overlays/actors/ovl_En_Ny/z_en_ny.c b/src/overlays/actors/ovl_En_Ny/z_en_ny.c
index e326d59e86..b76655be8a 100644
--- a/src/overlays/actors/ovl_En_Ny/z_en_ny.c
+++ b/src/overlays/actors/ovl_En_Ny/z_en_ny.c
@@ -99,8 +99,8 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_SPIKE, ICHAIN_CONTINUE),
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
void EnNy_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c b/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c
index e4be3d4e64..9059d41dea 100644
--- a/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c
+++ b/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c
@@ -57,7 +57,7 @@ void EnOkarinaTag_Init(Actor* thisx, PlayState* play) {
this->ocarinaSong = 0;
this->unk_158 = 1;
}
- this->actor.targetMode = TARGET_MODE_1;
+ this->actor.attentionRangeType = ATTENTION_RANGE_1;
if (this->actor.world.rot.z > 0) {
this->interactRange = this->actor.world.rot.z * 40.0f;
}
diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
index 31f78da323..6639663bae 100644
--- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
+++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
@@ -110,7 +110,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_OCTOROK, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 6500, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 6500, ICHAIN_STOP),
};
void EnOkuta_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
index a0cecf0478..2b185c9c41 100644
--- a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
+++ b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
@@ -324,8 +324,8 @@ static EnOssanGetGirlAParamsFunc sShopItemReplaceFunc[] = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
// When selecting an item to buy, this is the position the item moves to
diff --git a/src/overlays/actors/ovl_En_Owl/z_en_owl.c b/src/overlays/actors/ovl_En_Owl/z_en_owl.c
index 5010f32df9..bb4407209a 100644
--- a/src/overlays/actors/ovl_En_Owl/z_en_owl.c
+++ b/src/overlays/actors/ovl_En_Owl/z_en_owl.c
@@ -119,7 +119,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
Collider_SetCylinder(play, &this->collider, &this->actor, &sOwlCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.minVelocityY = -10.0f;
- this->actor.targetArrowOffset = 500.0f;
+ this->actor.lockOnArrowOffset = 500.0f;
EnOwl_ChangeMode(this, EnOwl_WaitDefault, func_80ACC540, &this->skelAnime2, &gOwlPerchAnim, 0.0f);
this->actionFlags = this->unk_406 = this->unk_409 = 0;
this->unk_405 = 4;
diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c
index 1beef8495f..d97d5f2082 100644
--- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c
+++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c
@@ -180,7 +180,7 @@ typedef enum PeahatState {
} PeahatState;
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 700, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 700, ICHAIN_STOP),
};
void EnPeehat_SetupAction(EnPeehat* this, EnPeehatActionFunc actionFunc) {
diff --git a/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c b/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c
index 5440de81a8..e866ffe13c 100644
--- a/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c
+++ b/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c
@@ -54,7 +54,7 @@ static ColliderCylinderInit sColliderInit = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_POE_WASTELAND, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 3200, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 3200, ICHAIN_STOP),
};
void EnPoDesert_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c
index 8398397417..14df53b27c 100644
--- a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c
+++ b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c
@@ -127,7 +127,7 @@ static s32 sNumSpawned = 0;
static Vec3f sFieldMiddle = { -1000.0f, 0.0f, 6500.0f };
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 3200, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 3200, ICHAIN_STOP),
};
static Vec3f D_80AD7114 = { 0.0f, 3.0f, 0.0f };
diff --git a/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c b/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c
index 681770d82d..24983e306b 100644
--- a/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c
+++ b/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c
@@ -69,7 +69,7 @@ static s32 D_80AD8D24 = 0;
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_DAMPES_GHOST, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 1500, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 1500, ICHAIN_STOP),
};
static Vec3f D_80AD8D30 = { 0.0f, 1.5f, 0.0f };
diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
index 605dca232f..c460dc37b9 100644
--- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
+++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
@@ -134,7 +134,7 @@ static s32 D_80ADD784 = 0;
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 7, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 6000, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 6000, ICHAIN_STOP),
};
static Vec3f sZeroVector = { 0.0f, 0.0f, 0.0f };
diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/src/overlays/actors/ovl_En_Poh/z_en_poh.c
index f6c1231a84..7c533e632c 100644
--- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c
+++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c
@@ -175,7 +175,7 @@ static Color_RGBA8 D_80AE1B54 = { 90, 85, 50, 255 };
static Color_RGBA8 D_80AE1B58 = { 100, 90, 100, 255 };
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 3200, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 3200, ICHAIN_STOP),
};
static Vec3f D_80AE1B60 = { 0.0f, 3.0f, 0.0f };
diff --git a/src/overlays/actors/ovl_En_Pu_box/z_en_pu_box.c b/src/overlays/actors/ovl_En_Pu_box/z_en_pu_box.c
index 0aba5350a3..d9441d5506 100644
--- a/src/overlays/actors/ovl_En_Pu_box/z_en_pu_box.c
+++ b/src/overlays/actors/ovl_En_Pu_box/z_en_pu_box.c
@@ -53,7 +53,7 @@ void EnPubox_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 6.0f);
this->dyna.interactFlags = 0;
this->dyna.transformFlags = 0;
- thisx->targetMode = TARGET_MODE_1;
+ thisx->attentionRangeType = ATTENTION_RANGE_1;
thisx->gravity = -2.0f;
CollisionHeader_GetVirtual(&gBlockMediumCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/src/overlays/actors/ovl_En_Rd/z_en_rd.c
index 59d69882be..29aca4779d 100644
--- a/src/overlays/actors/ovl_En_Rd/z_en_rd.c
+++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.c
@@ -129,7 +129,7 @@ static DamageTable sDamageTable = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3500, ICHAIN_STOP),
};
@@ -142,7 +142,7 @@ void EnRd_Init(Actor* thisx, PlayState* play) {
EnRd* this = (EnRd*)thisx;
Actor_ProcessInitChain(thisx, sInitChain);
- this->actor.targetMode = TARGET_MODE_0;
+ this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->actor.colChkInfo.damageTable = &sDamageTable;
ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
this->upperBodyYRotation = this->headYRotation = 0;
@@ -434,7 +434,7 @@ void EnRd_WalkToHome(EnRd* this, PlayState* play) {
PLAYER_STATE1_19 | PLAYER_STATE1_21)) &&
!(player->stateFlags2 & PLAYER_STATE2_7) &&
(Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 150.0f)) {
- this->actor.targetMode = TARGET_MODE_0;
+ this->actor.attentionRangeType = ATTENTION_RANGE_0;
EnRd_SetupWalkToPlayer(this, play);
} else if (this->actor.params > REDEAD_TYPE_DOES_NOT_MOURN_IF_WALKING) {
if (this->actor.parent != NULL) {
@@ -579,7 +579,7 @@ void EnRd_Grab(EnRd* this, PlayState* play) {
if (!LINK_IS_ADULT) {
Math_SmoothStepToF(&this->actor.shape.yOffset, 0, 1.0f, 400.0f, 0.0f);
}
- this->actor.targetMode = TARGET_MODE_0;
+ this->actor.attentionRangeType = ATTENTION_RANGE_0;
this->actor.flags |= ACTOR_FLAG_0;
this->playerStunWaitTimer = 0xA;
this->grabWaitTimer = 0xF;
diff --git a/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c b/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c
index 4fb898d7dc..73ca41eeb7 100644
--- a/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c
+++ b/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c
@@ -113,7 +113,7 @@ void EnReeba_Init(Actor* thisx, PlayState* play) {
s32 surfaceType;
this->actor.naviEnemyId = NAVI_ENEMY_LEEVER;
- this->actor.targetMode = TARGET_MODE_3;
+ this->actor.attentionRangeType = ATTENTION_RANGE_3;
this->actor.gravity = -3.5f;
this->actor.focus.pos = this->actor.world.pos;
SkelAnime_Init(play, &this->skelanime, &object_reeba_Skel_001EE8, &object_reeba_Anim_0001E4, this->jointTable,
diff --git a/src/overlays/actors/ovl_En_Rr/z_en_rr.c b/src/overlays/actors/ovl_En_Rr/z_en_rr.c
index 4d70976021..08bc057d96 100644
--- a/src/overlays/actors/ovl_En_Rr/z_en_rr.c
+++ b/src/overlays/actors/ovl_En_Rr/z_en_rr.c
@@ -158,8 +158,8 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_LIKE_LIKE, ICHAIN_CONTINUE),
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
void EnRr_Init(Actor* thisx, PlayState* play2) {
diff --git a/src/overlays/actors/ovl_En_Sa/z_en_sa.c b/src/overlays/actors/ovl_En_Sa/z_en_sa.c
index ad24b213c6..45a8a53698 100644
--- a/src/overlays/actors/ovl_En_Sa/z_en_sa.c
+++ b/src/overlays/actors/ovl_En_Sa/z_en_sa.c
@@ -521,7 +521,7 @@ void EnSa_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, 0.01f);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
this->alpha = 255;
this->unk_21A = this->actor.shape.rot;
diff --git a/src/overlays/actors/ovl_En_Sb/z_en_sb.c b/src/overlays/actors/ovl_En_Sb/z_en_sb.c
index 82c5da622f..e0cb490811 100644
--- a/src/overlays/actors/ovl_En_Sb/z_en_sb.c
+++ b/src/overlays/actors/ovl_En_Sb/z_en_sb.c
@@ -86,8 +86,8 @@ static DamageTable sDamageTable[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_SHELL_BLADE, ICHAIN_CONTINUE),
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
static Vec3f sFlamePosOffsets[] = {
diff --git a/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c b/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c
index 679a00f8af..6389b8a0fd 100644
--- a/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c
+++ b/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c
@@ -58,7 +58,7 @@ static CollisionCheckInfoInit sColChkInfoInit = { 1, 20, 40, MASS_HEAVY };
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BUSINESS_SCRUB, ICHAIN_CONTINUE),
ICHAIN_F32(gravity, -1, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2600, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 2600, ICHAIN_STOP),
};
void EnShopnuts_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/src/overlays/actors/ovl_En_Skb/z_en_skb.c
index a7073ca83d..231b2e795c 100644
--- a/src/overlays/actors/ovl_En_Skb/z_en_skb.c
+++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.c
@@ -149,7 +149,7 @@ void EnSkb_SpawnDebris(PlayState* play, EnSkb* this, Vec3f* spawnPos) {
}
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Skj/z_en_skj.c b/src/overlays/actors/ovl_En_Skj/z_en_skj.c
index fb7f81433a..72b2bdec32 100644
--- a/src/overlays/actors/ovl_En_Skj/z_en_skj.c
+++ b/src/overlays/actors/ovl_En_Skj/z_en_skj.c
@@ -278,8 +278,8 @@ static EnSkjActionFunc sActionFuncs[] = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
static s32 D_80B01EA0; // gets set if ACTOR_FLAG_TALK is set
@@ -416,7 +416,7 @@ void EnSkj_Init(Actor* thisx, PlayState* play2) {
}
if ((type > 0) && (type < 3)) {
- this->actor.targetMode = 7;
+ this->actor.attentionRangeType = ATTENTION_RANGE_7;
this->posCopy = this->actor.world.pos;
sOcarinaMinigameSkullKids[type - 1].unk_0 = 1;
sOcarinaMinigameSkullKids[type - 1].skullkid = this;
diff --git a/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c b/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c
index b9a79880db..9d40c44ed6 100644
--- a/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c
+++ b/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c
@@ -48,8 +48,8 @@ static ColliderCylinderInitType1 sCylinderInit = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 30, ICHAIN_STOP),
};
void EnSkjneedle_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Sth/z_en_sth.c b/src/overlays/actors/ovl_En_Sth/z_en_sth.c
index 1cf1a2c1a6..881a17fe90 100644
--- a/src/overlays/actors/ovl_En_Sth/z_en_sth.c
+++ b/src/overlays/actors/ovl_En_Sth/z_en_sth.c
@@ -131,7 +131,7 @@ void EnSth_Init(Actor* thisx, PlayState* play) {
EnSth_SetupAction(this, EnSth_WaitForObject);
this->actor.draw = NULL;
this->unk_2B2 = 0;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
}
void EnSth_SetupShapeColliderUpdate2AndDraw(EnSth* this, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c
index 2189f7a317..f906f8fb0e 100644
--- a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c
+++ b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c
@@ -160,7 +160,7 @@ void EnSyatekiMan_Init(Actor* thisx, PlayState* play) {
PRINTF("\n\n");
// "Old man appeared!! Muhohohohohohohon"
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 親父登場!!むほほほほほほほーん ☆☆☆☆☆ \n" VT_RST);
- this->actor.targetMode = TARGET_MODE_1;
+ this->actor.attentionRangeType = ATTENTION_RANGE_1;
Actor_SetScale(&this->actor, 0.01f);
SkelAnime_InitFlex(play, &this->skelAnime, &gObjectOssanSkel, &gObjectOssanAnim_000338, this->jointTable,
this->morphTable, 9);
diff --git a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c
index b5983113fd..04b1f13618 100644
--- a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c
+++ b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c
@@ -59,9 +59,9 @@ static ColliderCylinderInit sCylinderInit = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_1, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
void EnSyatekiNiw_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Ta/z_en_ta.c b/src/overlays/actors/ovl_En_Ta/z_en_ta.c
index 6d52e4ed9b..b76e71f43a 100644
--- a/src/overlays/actors/ovl_En_Ta/z_en_ta.c
+++ b/src/overlays/actors/ovl_En_Ta/z_en_ta.c
@@ -148,7 +148,7 @@ void EnTa_Init(Actor* thisx, PlayState* play2) {
this->blinkTimer = 20;
this->blinkFunc = EnTa_BlinkWaitUntilNext;
Actor_SetScale(&this->actor, 0.01f);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->actor.velocity.y = -4.0f;
this->actor.minVelocityY = -4.0f;
this->actor.gravity = -1.0f;
diff --git a/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c b/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c
index 41041818c0..4210979ae7 100644
--- a/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c
+++ b/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c
@@ -66,7 +66,7 @@ void EnTakaraMan_Init(Actor* thisx, PlayState* play) {
this->originalRoomNum = thisx->room;
thisx->room = -1;
thisx->world.rot.y = thisx->shape.rot.y = -0x4E20;
- thisx->targetMode = TARGET_MODE_1;
+ thisx->attentionRangeType = ATTENTION_RANGE_1;
this->actionFunc = func_80B176E0;
}
diff --git a/src/overlays/actors/ovl_En_Test/z_en_test.c b/src/overlays/actors/ovl_En_Test/z_en_test.c
index 15ca70b247..060b25db1b 100644
--- a/src/overlays/actors/ovl_En_Test/z_en_test.c
+++ b/src/overlays/actors/ovl_En_Test/z_en_test.c
@@ -243,7 +243,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_STALFOS, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 500, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 15, ICHAIN_CONTINUE),
ICHAIN_F32(scale.y, 0, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1500, ICHAIN_STOP),
diff --git a/src/overlays/actors/ovl_En_Tg/z_en_tg.c b/src/overlays/actors/ovl_En_Tg/z_en_tg.c
index e18b58f0fc..9baf1800f1 100644
--- a/src/overlays/actors/ovl_En_Tg/z_en_tg.c
+++ b/src/overlays/actors/ovl_En_Tg/z_en_tg.c
@@ -115,7 +115,7 @@ void EnTg_Init(Actor* thisx, PlayState* play) {
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
Actor_SetScale(&this->actor, 0.01f);
this->nextDialogue = play->state.frames % 2;
this->actionFunc = EnTg_SpinIfNotTalking;
diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.c b/src/overlays/actors/ovl_En_Tite/z_en_tite.c
index 9c67db8ede..6533739312 100644
--- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c
+++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c
@@ -150,7 +150,7 @@ static DamageTable sDamageTable[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_RED_TEKTITE, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(minVelocityY, -40, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_STOP),
};
@@ -177,7 +177,7 @@ void EnTite_Init(Actor* thisx, PlayState* play) {
EnTite* this = (EnTite*)thisx;
Actor_ProcessInitChain(thisx, sInitChain);
- thisx->targetMode = TARGET_MODE_3;
+ thisx->attentionRangeType = ATTENTION_RANGE_3;
Actor_SetScale(thisx, 0.01f);
SkelAnime_Init(play, &this->skelAnime, &object_tite_Skel_003A20, &object_tite_Anim_0012E4, this->jointTable,
this->morphTable, 25);
diff --git a/src/overlays/actors/ovl_En_Tk/z_en_tk.c b/src/overlays/actors/ovl_En_Tk/z_en_tk.c
index b7d8b8971d..87fecc292c 100644
--- a/src/overlays/actors/ovl_En_Tk/z_en_tk.c
+++ b/src/overlays/actors/ovl_En_Tk/z_en_tk.c
@@ -497,7 +497,7 @@ void EnTk_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, 0.01f);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->actor.gravity = -0.1f;
this->currentReward = -1;
this->currentSpot = NULL;
diff --git a/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c b/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c
index 91bfa379ec..1cf867f61a 100644
--- a/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c
+++ b/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c
@@ -127,7 +127,7 @@ void EnToryo_Init(Actor* thisx, PlayState* play) {
Animation_GetLastFrame(sEnToryoAnimation.animation), sEnToryoAnimation.mode,
sEnToryoAnimation.morphFrames);
this->stateFlags |= 8;
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->actionFunc = EnToryo_Idle;
}
diff --git a/src/overlays/actors/ovl_En_Tp/z_en_tp.c b/src/overlays/actors/ovl_En_Tp/z_en_tp.c
index 85ffcdb5c8..89480d2213 100644
--- a/src/overlays/actors/ovl_En_Tp/z_en_tp.c
+++ b/src/overlays/actors/ovl_En_Tp/z_en_tp.c
@@ -121,7 +121,7 @@ static DamageTable sDamageTable = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 10, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 10, ICHAIN_STOP),
};
void EnTp_SetupAction(EnTp* this, EnTpActionFunc actionFunc) {
@@ -136,7 +136,7 @@ void EnTp_Init(Actor* thisx, PlayState* play2) {
s32 i;
Actor_ProcessInitChain(&this->actor, sInitChain);
- this->actor.targetMode = TARGET_MODE_3;
+ this->actor.attentionRangeType = ATTENTION_RANGE_3;
this->actor.colChkInfo.damageTable = &sDamageTable;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.14f);
this->unk_150 = 0;
diff --git a/src/overlays/actors/ovl_En_Trap/z_en_trap.c b/src/overlays/actors/ovl_En_Trap/z_en_trap.c
index a4aebe5869..5157cdf20f 100644
--- a/src/overlays/actors/ovl_En_Trap/z_en_trap.c
+++ b/src/overlays/actors/ovl_En_Trap/z_en_trap.c
@@ -112,7 +112,7 @@ void EnTrap_Init(Actor* thisx, PlayState* play) {
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 0.0f);
- thisx->targetMode = TARGET_MODE_3;
+ thisx->attentionRangeType = ATTENTION_RANGE_3;
thisx->colChkInfo.mass = 0xFF;
}
diff --git a/src/overlays/actors/ovl_En_Vali/z_en_vali.c b/src/overlays/actors/ovl_En_Vali/z_en_vali.c
index 96b6ef9db2..b6509f6d4e 100644
--- a/src/overlays/actors/ovl_En_Vali/z_en_vali.c
+++ b/src/overlays/actors/ovl_En_Vali/z_en_vali.c
@@ -130,7 +130,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_BARI, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 5000, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 5000, ICHAIN_STOP),
};
void EnVali_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c
index ae4cc3f89e..8bcb2b4e6d 100644
--- a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c
+++ b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c
@@ -109,7 +109,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_WALLMASTER, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 5500, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 5500, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -1500, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c
index d7e1a835d3..35d7d22e86 100644
--- a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c
+++ b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c
@@ -98,7 +98,7 @@ static DamageTable sDamageTable = {
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, NAVI_ENEMY_STINGER, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 3, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 2500, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 2500, ICHAIN_STOP),
};
void EnWeiyer_Init(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Wf/z_en_wf.c b/src/overlays/actors/ovl_En_Wf/z_en_wf.c
index acd0730c48..bc7d78e8ff 100644
--- a/src/overlays/actors/ovl_En_Wf/z_en_wf.c
+++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.c
@@ -200,7 +200,7 @@ ActorProfile En_Wf_Profile = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3000, ICHAIN_STOP),
};
diff --git a/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c b/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c
index 1054574ded..94e576c06d 100644
--- a/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c
+++ b/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c
@@ -131,7 +131,7 @@ void EnWonderItem_Init(Actor* thisx, PlayState* play) {
if (this->switchFlag == 0x3F) {
this->switchFlag = -1;
}
- this->actor.targetMode = TARGET_MODE_1;
+ this->actor.attentionRangeType = ATTENTION_RANGE_1;
if ((this->switchFlag >= 0) && Flags_GetSwitch(play, this->switchFlag)) {
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ You are Shock! ☆☆☆☆☆ %d\n" VT_RST, this->switchFlag);
Actor_Kill(&this->actor);
diff --git a/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c b/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c
index 95687a2964..40bbd6779f 100644
--- a/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c
+++ b/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c
@@ -45,7 +45,7 @@ void EnWonderTalk_Init(Actor* thisx, PlayState* play) {
if (this->switchFlag == 0x3F) {
this->switchFlag = -1;
}
- this->actor.targetMode = TARGET_MODE_1;
+ this->actor.attentionRangeType = ATTENTION_RANGE_1;
if (this->switchFlag >= 0) {
if (Flags_GetSwitch(play, this->switchFlag)) {
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ You are Shock! ☆☆☆☆☆ %d\n" VT_RST, this->switchFlag);
diff --git a/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c b/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c
index b03e704756..918b07b256 100644
--- a/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c
+++ b/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c
@@ -58,13 +58,13 @@ void EnWonderTalk2_Init(Actor* thisx, PlayState* play) {
rangeIndex = 0;
}
- this->actor.targetMode = D_80B3A8E0[rangeIndex];
+ this->actor.attentionRangeType = D_80B3A8E0[rangeIndex];
PRINTF("\n\n");
// "originally?"
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 元は? ☆☆☆☆☆ %d\n" VT_RST, this->actor.world.rot.z);
// "The range is?"
- PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ レンジは? ☆☆☆☆☆ %d\n" VT_RST, this->actor.targetMode);
+ PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ レンジは? ☆☆☆☆☆ %d\n" VT_RST, this->actor.attentionRangeType);
// "Is the range?"
PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ は、範囲わ? ☆☆☆☆☆ %f\n" VT_RST, this->triggerRange);
PRINTF("\n\n");
@@ -235,7 +235,7 @@ void func_80B3A4F8(EnWonderTalk2* this, PlayState* play) {
// "Processing range"
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 処理範囲 %f\n" VT_RST, this->triggerRange);
// "What is your range?"
- PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ レンジは? \t\t %d\n" VT_RST, this->actor.targetMode);
+ PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ レンジは? \t\t %d\n" VT_RST, this->actor.attentionRangeType);
PRINTF("\n\n");
PRINTF("\n\n");
switch (this->talkMode) {
diff --git a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
index df2da294b7..434cf729aa 100644
--- a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
+++ b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
@@ -70,7 +70,7 @@ static f32 sSpawnDistance[] = { 707.0f, 525.0f, 510.0f, 500.0f, 566.0f, 141.0f }
static s16 sSpawnAngle[] = { 0x1FFF, 0x4C9E, 0x77F5, 0xA5C9, 0xD6C3, 0xA000 };
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 5600, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 5600, ICHAIN_STOP),
};
static Gfx* D_80B3BF54[] = {
diff --git a/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c b/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c
index b2c44c0b69..45c57482d2 100644
--- a/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c
+++ b/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c
@@ -82,7 +82,7 @@ void EnYabusameMark_Init(Actor* thisx, PlayState* play) {
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ やぶさめまと ☆☆☆☆☆ %x\n" VT_RST, this->actor.params);
this->actor.flags &= ~ACTOR_FLAG_0;
this->typeIndex = this->actor.params;
- this->actor.targetMode = TARGET_MODE_5;
+ this->actor.attentionRangeType = ATTENTION_RANGE_5;
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 種類インデックス \t ☆☆☆☆☆ %d\n" VT_RST, this->typeIndex);
switch (this->typeIndex) {
case 0:
diff --git a/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c b/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c
index fc1541d8c5..7dfc68bebd 100644
--- a/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c
+++ b/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c
@@ -52,7 +52,7 @@ static ColliderCylinderInit sCylinderInit = {
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 16, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 16, ICHAIN_STOP),
};
static void* D_80B43F64[] = { gFloorTileEnemyTopTex, gFloorTileEnemyBottomTex };
diff --git a/src/overlays/actors/ovl_En_Zf/z_en_zf.c b/src/overlays/actors/ovl_En_Zf/z_en_zf.c
index e030cef735..bc52b230de 100644
--- a/src/overlays/actors/ovl_En_Zf/z_en_zf.c
+++ b/src/overlays/actors/ovl_En_Zf/z_en_zf.c
@@ -195,7 +195,7 @@ static DamageTable sDamageTable = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 2000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 15, ICHAIN_CONTINUE),
ICHAIN_F32_DIV1000(gravity, -3500, ICHAIN_STOP),
};
@@ -282,7 +282,7 @@ void EnZf_Init(Actor* thisx, PlayState* play) {
f32 posDiff;
Actor_ProcessInitChain(thisx, sInitChain);
- thisx->targetMode = TARGET_MODE_3;
+ thisx->attentionRangeType = ATTENTION_RANGE_3;
this->clearFlag = PARAMS_GET_S(thisx->params, 8, 8);
/* Strip the top byte of params */
thisx->params &= 0xFF;
diff --git a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c
index 735f5380ad..2701f49a6e 100644
--- a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c
+++ b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c
@@ -85,7 +85,7 @@ void EnZl1_Init(Actor* thisx, PlayState* play) {
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
Actor_SetScale(&this->actor, 0.01f);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
- this->actor.targetMode = TARGET_MODE_0;
+ this->actor.attentionRangeType = ATTENTION_RANGE_0;
if (IS_CUTSCENE_LAYER) {
frameCount = Animation_GetLastFrame(&gChildZelda1Anim_00438);
diff --git a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
index 949935663e..477dffb9dd 100644
--- a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
+++ b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
@@ -367,7 +367,7 @@ void EnZl4_Init(Actor* thisx, PlayState* play) {
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
Actor_SetScale(&this->actor, 0.01f);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->actor.textId = -1;
this->eyeExpression = this->mouthExpression = ZL4_MOUTH_NEUTRAL;
diff --git a/src/overlays/actors/ovl_En_Zo/z_en_zo.c b/src/overlays/actors/ovl_En_Zo/z_en_zo.c
index 20d595c206..fb45d20bc4 100644
--- a/src/overlays/actors/ovl_En_Zo/z_en_zo.c
+++ b/src/overlays/actors/ovl_En_Zo/z_en_zo.c
@@ -588,7 +588,7 @@ void EnZo_Init(Actor* thisx, PlayState* play) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENZO_ANIM_2);
Actor_SetScale(&this->actor, 0.01f);
- this->actor.targetMode = TARGET_MODE_6;
+ this->actor.attentionRangeType = ATTENTION_RANGE_6;
this->dialogRadius = this->collider.dim.radius + 30.0f;
this->trackingMode = NPC_TRACKING_NONE;
this->canSpeak = false;
diff --git a/src/overlays/actors/ovl_Fishing/z_fishing.c b/src/overlays/actors/ovl_Fishing/z_fishing.c
index 9ca7dfebb6..d7d65652e4 100644
--- a/src/overlays/actors/ovl_Fishing/z_fishing.c
+++ b/src/overlays/actors/ovl_Fishing/z_fishing.c
@@ -829,8 +829,8 @@ static FishingFishInit sFishInits[] = {
};
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE),
- ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_5, ICHAIN_CONTINUE),
+ ICHAIN_F32(lockOnArrowOffset, 0, ICHAIN_STOP),
};
void Fishing_Init(Actor* thisx, PlayState* play2) {
@@ -1029,7 +1029,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
if (thisx->params == EN_FISH_AQUARIUM) {
this->fishState = 100;
Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_PROP);
- thisx->targetMode = TARGET_MODE_0;
+ thisx->attentionRangeType = ATTENTION_RANGE_0;
thisx->flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo);
} else {
diff --git a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c
index eb2bec5252..70b09b053b 100644
--- a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c
+++ b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c
@@ -316,7 +316,7 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) {
if (type == OBJSWITCH_TYPE_CRYSTAL_TARGETABLE) {
this->dyna.actor.flags |= ACTOR_FLAG_0;
- this->dyna.actor.targetMode = TARGET_MODE_4;
+ this->dyna.actor.attentionRangeType = ATTENTION_RANGE_4;
}
this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE;
diff --git a/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c b/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c
index 3fec89915e..bef529675f 100644
--- a/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c
+++ b/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c
@@ -51,7 +51,7 @@ static ObjTimeblockSizeOptions sSizeOptions[] = {
static f32 sRanges[] = { 60.0, 100.0, 140.0, 180.0, 220.0, 260.0, 300.0, 300.0 };
static InitChainEntry sInitChain[] = {
- ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE),
+ ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_2, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1800, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 300, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1500, ICHAIN_STOP),
diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c
index 2bd876a32d..04988730fb 100644
--- a/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/src/overlays/actors/ovl_player_actor/z_player.c
@@ -3480,7 +3480,7 @@ void Player_UpdateShapeYaw(Player* this, PlayState* play) {
Actor* focusActor = this->focusActor;
if ((focusActor != NULL) &&
- ((play->actorCtx.targetCtx.reticleSpinCounter != 0) || (this->actor.category != ACTORCAT_PLAYER))) {
+ ((play->actorCtx.attention.reticleSpinCounter != 0) || (this->actor.category != ACTORCAT_PLAYER))) {
Math_ScaledStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &focusActor->focus.pos),
4000);
} else if ((this->stateFlags1 & PLAYER_STATE1_17) &&
@@ -3578,7 +3578,7 @@ void func_80836BEC(Player* this, PlayState* play) {
CHECK_BTN_ALL(sControlInput->press.button, BTN_Z)) {
if (this->actor.category == ACTORCAT_PLAYER) {
- actorToTarget = play->actorCtx.targetCtx.naviHoverActor;
+ actorToTarget = play->actorCtx.attention.naviHoverActor;
} else {
actorToTarget = &GET_PLAYER(play)->actor;
}
@@ -3588,7 +3588,7 @@ void func_80836BEC(Player* this, PlayState* play) {
if ((actorToTarget != NULL) && !(actorToTarget->flags & ACTOR_FLAG_27)) {
if ((actorToTarget == this->focusActor) && (this->actor.category == ACTORCAT_PLAYER)) {
- actorToTarget = play->actorCtx.targetCtx.arrowHoverActor;
+ actorToTarget = play->actorCtx.attention.arrowHoverActor;
}
if (actorToTarget != this->focusActor) {
@@ -3614,11 +3614,11 @@ void func_80836BEC(Player* this, PlayState* play) {
if (this->focusActor != NULL) {
if ((this->actor.category == ACTORCAT_PLAYER) && (this->focusActor != this->unk_684) &&
- Target_ShouldReleaseLockOn(this->focusActor, this, ignoreLeash)) {
+ Attention_ShouldReleaseLockOn(this->focusActor, this, ignoreLeash)) {
func_8008EDF0(this);
this->stateFlags1 |= PLAYER_STATE1_30;
} else if (this->focusActor != NULL) {
- this->focusActor->targetPriority = 40;
+ this->focusActor->attentionPriority = 40;
}
} else if (this->unk_684 != NULL) {
this->focusActor = this->unk_684;
@@ -3749,7 +3749,7 @@ s32 Player_GetMovementSpeedAndYaw(Player* this, f32* outSpeedTarget, s16* outYaw
*outYawTarget = this->actor.shape.rot.y;
if (this->focusActor != NULL) {
- if ((play->actorCtx.targetCtx.reticleSpinCounter != 0) && !(this->stateFlags2 & PLAYER_STATE2_6)) {
+ if ((play->actorCtx.attention.reticleSpinCounter != 0) && !(this->stateFlags2 & PLAYER_STATE2_6)) {
*outYawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &this->focusActor->focus.pos);
return false;
}
@@ -10023,7 +10023,7 @@ void func_80846A68(PlayState* play, Player* this) {
}
static InitChainEntry sInitChain[] = {
- ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
+ ICHAIN_F32(lockOnArrowOffset, 500, ICHAIN_STOP),
};
static EffectBlureInit2 D_8085470C = {
@@ -10360,7 +10360,7 @@ void Player_UpdateInterface(PlayState* play, Player* this) {
doAction = DO_ACTION_JUMP;
} else if ((this->heldItemAction >= PLAYER_IA_SWORD_MASTER) ||
((this->stateFlags2 & PLAYER_STATE2_20) &&
- (play->actorCtx.targetCtx.naviHoverActor == NULL))) {
+ (play->actorCtx.attention.naviHoverActor == NULL))) {
doAction = DO_ACTION_PUTAWAY;
}
}
@@ -10804,9 +10804,9 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
seqMode = SEQ_MODE_STILL;
}
- if (play->actorCtx.targetCtx.bgmEnemy != NULL) {
+ if (play->actorCtx.attention.bgmEnemy != NULL) {
seqMode = SEQ_MODE_ENEMY;
- Audio_SetBgmEnemyVolume(sqrtf(play->actorCtx.targetCtx.bgmEnemy->xyzDistToPlayerSq));
+ Audio_SetBgmEnemyVolume(sqrtf(play->actorCtx.attention.bgmEnemy->xyzDistToPlayerSq));
}
if (play->sceneId != SCENE_FISHING_POND) {
diff --git a/tools/disasm/ntsc-1.2/functions.txt b/tools/disasm/ntsc-1.2/functions.txt
index 9548af197a..766a3dbbef 100644
--- a/tools/disasm/ntsc-1.2/functions.txt
+++ b/tools/disasm/ntsc-1.2/functions.txt
@@ -319,12 +319,12 @@ ActorShadow_DrawFoot = 0x8001F6B4; // type:func
ActorShadow_DrawFeet = 0x8001F8C0; // type:func
Actor_SetFeetPos = 0x8001FD8C; // type:func
Actor_ProjectPos = 0x8001FDE0; // type:func
-Target_SetReticlePos = 0x8001FE44; // type:func
-Target_InitReticle = 0x8001FE7C; // type:func
-Target_SetNaviState = 0x8001FF44; // type:func
-Target_Init = 0x800200A8; // type:func
-Target_Draw = 0x8002010C; // type:func
-Target_Update = 0x80020748; // type:func
+Attention_SetReticlePos = 0x8001FE44; // type:func
+Attention_InitReticle = 0x8001FE7C; // type:func
+Attention_SetNaviState = 0x8001FF44; // type:func
+Attention_Init = 0x800200A8; // type:func
+Attention_Draw = 0x8002010C; // type:func
+Attention_Update = 0x80020748; // type:func
Flags_GetSwitch = 0x80020ADC; // type:func
Flags_SetSwitch = 0x80020B10; // type:func
Flags_UnsetSwitch = 0x80020B50; // type:func
@@ -408,9 +408,9 @@ func_8002ED80 = 0x80022B94; // type:func
Actor_GetFocus = 0x80022CB0; // type:func
Actor_GetWorld = 0x80022CE4; // type:func
Actor_GetWorldPosShapeRot = 0x80022D18; // type:func
-Target_WeightedDistToPlayerSq = 0x80022D94; // type:func
-Target_ActorIsInRange = 0x80022E64; // type:func
-Target_ShouldReleaseLockOn = 0x80022EA0; // type:func
+Attention_WeightedDistToPlayerSq = 0x80022D94; // type:func
+Attention_ActorIsInRange = 0x80022E64; // type:func
+Attention_ShouldReleaseLockOn = 0x80022EA0; // type:func
Actor_TalkOfferAccepted = 0x80022F70; // type:func
Actor_OfferTalkExchange = 0x80022FA0; // type:func
Actor_OfferTalkExchangeEquiCylinder = 0x80023074; // type:func
@@ -469,9 +469,9 @@ Actor_SpawnAsChild = 0x80025A30; // type:func
Actor_SpawnTransitionActors = 0x80025AC8; // type:func
Actor_SpawnEntry = 0x80025C04; // type:func
Actor_Delete = 0x80025C88; // type:func
-Target_InTargetableScreenRegion = 0x80025D8C; // type:func
-Target_FindTargetableActorInCategory = 0x80025DE0; // type:func
-Target_FindTargetableActor = 0x80025FFC; // type:func
+Attention_ActorOnScreen = 0x80025D8C; // type:func
+Attention_FindActorInCategory = 0x80025DE0; // type:func
+Attention_FindActor = 0x80025FFC; // type:func
Actor_Find = 0x8002614C; // type:func
Enemy_StartFinishingBlow = 0x8002618C; // type:func
FaceChange_UpdateBlinking = 0x800261C4; // type:func